highlander type two rulebook · card type icon: in the upper left-hand corner of the card, there...

50

Upload: others

Post on 07-Aug-2020

4 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across
Page 2: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

HIGHLANDER TYPE TWO RULEBOOK

March 2016 Version 1.7

Credits

Highlander: TCGTM and the SwordMasterTM System Created

By:

Mike Sager

Type Two Rulebook Written By: Jim Black and Steven Rice

Web Page: www.highlandercardgame.weebly.com

Editor and HTML Adaptation Steven Rice

Thanks to all the players who related questions and concerns.

All Rights Reserved. Highlander Davis-Panzer Productions. Printed in the United States by LeMontaguard Inc.

This rule book supersedes any prior rulings and rule books for Type Two formats only and is the only resource needed to play in Type Two format tournaments. Any updates to these rules can be found at www.highlanderthegame.com . If you see updates in red, they are in the three week induction period we place on any rules updates. Otherwise, all rules in this document are the most current rulings.

Game Concept and Goal of the Game

Highlander: The Card Game is designed to simulate a duel between two Immortals: yourself and your opponent. During the course of play, both players will play attacks and defenses as if they were fighting with swords. Other cards will represent the tricks, tactics, schemes, and plots you utilize to win. It may be helpful to think of the game as a series of encounters with your opponent, through the centuries, rather than a single brief duel. While these rules will give you the basic framework for the game, the cards you play will often let you do things the rules say you cannot. Your deck of cards is your Endurance. After you have drawn all cards from your Endurance, you Exhaust. Exhaustion means a loss of 5 Ability, but not necessarily the end of the game. Both players are able to take a certain amount of damage before losing the duel. This amount is known as your Ability. You start the game with an unmodified ability of 15. If you take damage or are affected by ability loss or gain, your ability will be adjusted during the Ability Adjustment Phase. You may hold as many cards in your Hand as your current ability, unless your Hand Size has been modified. Your Ability not only represents your 'score', but also your luck, skill, and knowledge. As you lose Ability, you will find yourself with fewer cards, and thus, fewer options, in your Hand. Your goal is to reduce your opponent to an Ability of zero, or cut off your opponent's head via a Head Shot. When a player begins their Attack Phase at zero Ability, their opponent wins the game.

Page 3: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

A successful Head Shot will end the game quickly. A Head Shot is a modified upper attack. If your opponent cannot defend against the attack, their head is taken, and the game ends immediately.

Card Anatomy

Let's examine what makes up a Highlander card:

Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across the top of the card is the title bar. The title of the card will appear here, in large letters. Your deck may contain only 6 cards of the same title. Sub-Title: Unless the card is "Generic," you will find the name of a Weapon of Choice, Persona, or Faction (e.g. Clan MacLeod) that categorizes a Persona just beneath the title, in slightly smaller letters. Though the name of a Weapon of Choice, Persona, or Faction (e.g. Clan MacLeod) may appear in the title box, it is not considered part of the title when determining card effects and restrictions. A card is Weapon Specific if it has a Weapon of Choice's name, and Persona Specific if it has a Persona's. Weapon Specific Cards cannot be included in your deck or used during a game unless you are using the proper Weapon of Choice. Only a Persona whose name or Faction name appears in the title box may include that card in their Endurance. Reserved or Signature Symbol: If a card is Signature or Reserved, there will be a Sword in the title bar, over to the right Hand side. On a Signature card, the sword will have an "S" attached to it. Reserved cards cannot be included in your deck unless your Persona's name appears in the Sub-Title. Signature cards cannot be included in your deck or played during a game unless your Persona's name or Faction appears in the Sub-Title. The Restriction number (see Restriction number) on Signature cards cannot be altered. Hand Icon: If the card has a small white icon in the shape of a Hand, it depicts something that requires a Hand to be used. A card with a Hand Icon cannot be played if you already have two Hand Icons in play. You can never have more than two Hand Icons among any of the cards you have in play. If you have only one or fewer Hand Icons in play, you are considered to have a free Hand. Many Pre-Game cards, such as Weapon of Choice, have a Hand Icon, and some have two. If at any time you have more Hand Icons in play than you are allowed, you may choose to use an effect to Disarm any weapon you have or remove from play any of your cards with Hand Icons until you have the maximum number of Hand Icons allowed to you in play. Restriction Number: If there is a number to the far right Hand side of the Title bar, that card is restricted. Your Endurance may only contain as many of that card as the Restriction Number. Text: At the bottom of the card, you will find the Card Text also known as Game Text. Here you will find any special instructions about that card. You may also find a sub-category to a card here. It will most likely be found following the type of card on the first line of Text.

Page 4: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Attribute Gems: These are the colored ovals at the bottom of most Highlander cards. Each colored gem stands for a different Attribute:

Master – (White) This is how many Master cards you are allowed

Agility – (Light Blue) This shows how agile a Persona is.

Strength – (Orange) This measures how strong a Persona is.

Toughness – (Dark Blue/Green) This is how much punishment a Persona can take.

Empathy – (Purple) This is how a Persona relates to other people.

Reason – (Yellow )This is a measure of a Persona's intelligence.

Constructing a Deck

When you begin constructing your deck for the Type Two Format, a note to remember is that you can only use 2

nd and 3

rd Edition cards. Second Edition cards are identified by having a white

border on the back of the card, while the Third Edition cards have a black border on both sides and a card number in the lower left hand corner. If you mix both editions in the same deck, you must play with sleeves so that the cards cannot be identified from the back.

Minimum Deck Size: The minimum deck size is 50 cards, unless you have a card or effect that allows you to lower the minimum deck size.

Version Rule: In the Type Two formats, you may use any 2nd Edition, or 3rd Edition cards. When a card (Pre-game or In-game) shares the same title, grid, and text as a card from another edition of the game, you must choose which version you wish to include in your deck. You may not mix versions of the card chosen when constructing your deck. To ensure you are not accidentally mixing versions, confirm the errata section concerning the cards you have chosen, or confirm with your tournament director.

Attribute Gems: When constructing your deck, look at the Attribute Gem count on the back of your Persona Card. The Master Gem remains as it is, but the other Attributes are all multiplied by 3 to give the total number of gems of each Attribute allowed in your deck. Nearly every card in Highlander has 1 or more Attribute Gems printed on them. When constructing your deck, be sure to count these Gems to make sure you do not go over the limit for each Gem. Attacks: Attacks have a red grid icon. One or more of the squares in the grid is

filled with a red square. Those red squares show where he attack is aimed. You are required to include at least one each of the nine Basic Attacks in your deck. They are: Upper Left Attack, Upper Center Attack, Upper Right Attack, Middle Left Attack, Thrust, Middle Right Attack, Lower Left Attack, Lower Center Attack, and Lower Right Attack.

Page 5: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Special Attacks: Special Attacks have a gold grid icon, and are often more difficult to defend than normal attacks. Edge cards can be played in conjunction with Special Attacks.

Blocks: Blocks are defenses with a blue grid icon. If you have a block that covers all areas of an attack played against you, you can play that block to block the attack. You are required to include at least one each of the six Basic Blocks in your deck. They are: Upper Left Block, Upper Center Block, Upper Right Block, Lower Left Block, Lower Center Block, and Lower Right Block.

Dodges: Dodges are defenses with a green grid icon. If your dodge covers the same areas as an attack, you may play that dodge to avoid the attack. You may play green gridded cards even if Disarmed or Unarmed.

Special Cards: Events, Situations, Locations, Plots and Objects are all considered Special Cards. You may only play one Special Card per turn, and only during your Defense or Attack Phases.

Events: Events have a lightning bolt icon. They may be used to quickly change the course of battle in your favor. Events are removed from play during your next Sweep Phase. Situations: Situations have a silhouette of an Immortal as their icon. They may remain in play over many turns, and may change the conditions of the battle.

Plots: Plots have a gear icon. They remain in play over many turns, and may be in multiple parts. Locations: Locations have a Greek style ruin icon. Like Situations, they may remain in play and can change the condition of battle over many turns. Locations have a global effect which affects each player equally. Other than specific card effects activated by the player having a location on their side of the board, neither player controls the effects of the location.

Objects: Objects are marked with a sword icon, and include such things as extra weapons or armor, with which you may be equipped. Object: Allies are subject to any card/effects that affect Allies or Objects. Objects may remain in play over

Edge: Edge Cards are marked with an outstretched Hand Icon. They may provide you the advantage you may need to win in battle. Edge Cards are not Special Cards.

llusions: Illusions are cards which can only enter play through a Hard Exertion.

Whenever you make a Hard Exertion, you may choose to play 1 Illusion card from that Exertion. This does not count as playing a Special Card. If you make more than one Hard Exertion during your turn, you may play an Illusion card

from those Exertions as well. You may make a Hard Exertion during your turn expressly for an Illusion card if you choose. You may not play an Illusion from your Hand. If an Illusion is drawn into your Hand, it will remain stuck there until you find a way to Discard it. Illusions are not Special Cards and are not subject

Page 6: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

to Counters that do not specifically counter Illusions. Illusions are swept from play during the Sweep Phase of the player that played it. Pre-Game Cards: These cards typically do not have the standard Highlander logo on the back. These cards are played before the game begins. They do not count toward the total number of cards in your Endurance. You may only use six Pre-Game cards. In addition, you cannot use more than one of any unique Pre-Game card. If using a Quickening, you may not use the Quickening for the persona you are playing. Persona Cards: This Pre-Game card allows you to play as your favorite Persona. Persona cards have a picture of a Persona on the front, and biographical information about that Persona on the back. Below the biographical information, you will find a description of the special skills a Persona brings to “The Game”. These skills are known as Persona Powers. You may only include Persona Specific Cards for that Persona in your Endurance. You may only include Master Cards (see Card Groups) in your Endurance up to the number indicated on your Persona card. Card Groups: Any cards that share a single word in their title are considered to be part of a Card Group. For example, the cards Master Swordsman, Weapon Master and Master's Advance allhave the word Master in their title and thus are part of the Master Group and are Master Cards. See Group Classifications in the FAQ section. Faction Specific and Listings: Faction specific cards are signatured cards and can only be used by immortals that are part of that faction regardless of any other effect such as allowance cards or persona abilities unless specified explicitly through text to allow usage of faction cards. Faction cards for the purpose of game mechanics during play are considered persona specific cards. At this time there are only three factions, they are Clan Macleod, The Four Horsemen and The Romans. Clan Macleod - Connor, Duncan, Colin The Four Horsemen - Methos, Silas, Caspian, Kronos, War, Death, Famine, Pestilence The Romans – Marcus Octavius, Marcus Constantine, Brother Paul, Kalas, Cardinal Giovanni, Marcus Korolus Weapons of Choice: This Pre-Game card is the weapon your Persona prefers when engaging in combat. If you are using a Weapon of Choice, you may include the appropriate Weapon Specific cards in your deck. If you do not have the appropriate Weapon of Choice in play, you may not play any Weapon of Choice cards for that weapon unless you have an effect that allows you to do so (example: Weapons Expert). Pre-Game Crystals: These cards allow you to substitute your basic attacks and blocks for different defenses or non-special attacks. This substitution is one for one to the limit of Pre-Game Crystals you have. These cards do not count towards your Pre-Game card limit of 6 cards. However, you may only include one of each unique Pre-Game crystal in your deck. Pre-Game Watcher or Hunter: If you wish to include Watcher or Hunter cards in your deck, you must include the appropriate Pre-Game card. You may include either 1 Watcher or 1 Hunter Pre-Game, you cannot use both, and may only have 1 of either in your Pre-Game. Cards or effects which allow you to include cards not normally allowed in your deck cannot be used for Watcher or Hunter cards unless specified. If the Watcher or Hunter Pre-Game is removed from the game, you do not remove the cards from your deck and you may still play the Watcher or Hunter cards normally. You may only play Watcher or Hunter cards if you have/had a Watcher or Hunter pre game card in your pre game, unless you have a card that specifically allows you to do so (Example: Watcher Database).

Page 7: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Beginning the Game After constructing your deck, you will need a couple of other items: something to keep score and an opponent with their own Highlander deck to pit against you. Both players shuffle their Endurance and offer to let their opponent cut. Then, each player places their Endurance to one side in front of them. All Pre-Game cards and cards that you are allowed to begin the game with “in play” are revealed at the same time by both players prior to the Soft Exertions to see who will go first. Each player then names an Attribute Gem and draws five cards. Each player then checks their cards for the Attribute Gem they named. Whichever player drew more of the named Gem than the other goes first. In the case of a tie, each player draws the top card of their Endurance and compares their previously named Attribute Gem, this continues until the tie is broken. All cards drawn in this manner are placed at the bottom of their Endurance. Each player then draws one card for each point of his starting Ability (also known as Maximum Ability). The first player proceeds through the Sequence of Play, and finishes their turn. The second player then proceeds through the Sequence of Play, and finishes their turn. Player's alternate turns until one player is defeated. During your turn, you must play at least one non-Edge card, or make an Exertion. When defending attacks, play from your left to right, playing the cards facing you, so that the grids match up with one another. Your opponent cant read the text, but most defense cards don't have extraneous text, so it doesn't matter. If he needs to read the card, he can request to see it. The important thing is that he can easily see that the grids on the cards match up. When playing attacks, you lay them down in order, from your right to your left, facing your opponent so that the cards are upside down to you. If you are modifying the attacks with Edges and such, play those between you and the attack being modified, also upside down. The attacks and modifiers are played in this manner so that they are clear to your opponent. When playing Events and/or Edges, please place those facing your opponent so that they can be easily read. Permanent cards like Plots, Situations and Objects can be played facing yourself since they remain in play and usually affect you more than your opponent. Again, since you are the one who played the Event/Edge you have little need to read it, and in the case of permanent cards your opponent can always ask to read them if they need to do so.

The Sequence of Play

A Golden Rule you must remember is that you ordinarily never do anything during your opponents' turn. Therefore, if your opponent has played a card that instructs you to perform an action, you must wait until the May Do/Must Do Phase to perform these actions. These effects are 'Must Do' and 'May Do' effects which you must take care of before proceeding with your turn. Another thing to keep in mind is that during your turn you must play a special card, play an attack, play a defense or make a Hard Exertion during your turn.

1.) Sweep Phase: When you play cards during your turn, they are left in play during your opponent's turn as a reminder of what you played. At the beginning of your next turn, you Discard any cards still in play that normally do not remain in play. Cards waiting to be swept during your next Sweep Phase are considered to be in play. Any card or effect that removes a card from play does so immediately, instead of the card waiting for your next Sweep Phase. Discarding cards to the Discard Pile during this Phase is not considered removing the cards from play. 2.) May Do/Must Do Phase: Due to game mechanics, this Phase is considered the beginning of your turn. You may play/activate/resolve May Dos and Must Dos in any order during this Phase.

Page 8: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

2a.) May Do Effects - These effects can be identified by the Text of their instructions, which will have the word 'may' in the description of the action you may take. You may accomplish these effects in any order you choose. You may opt not to do any 'May Do' effects at all unless specified. You can activate or play May Do actions or effects any time during your turn. If your opponent did not attack during their last turn, you may Discard one defense from your Hand during this Phase. During your May Do/Must Do Phase you may put into play 1 unprovoked (Meaning there are no pending attacks coming at you) gridded Guard per turn (this does not count as a card played).

2b.) Must Do Effects - These effects can be identified by the Text of their instructions, which usually will have the word 'must' in the description of the action you must take. If you have multiple 'Must Do' effects to take care of, you may Handle them in any order you choose, as long as you take care of all of the 'Must Do' effects if possible. If you have an Edge Card that will counter or affect a 'Must Do' or 'May Do' effect directly, then you may play it when resolving these effects. 3.) Defense Phase: The next action you will take on your turn is to play your defenses. Defenses may only be played during this Phase. If there is no attack coming, you cannot play a defense, nor make an Exertion for one, except you may put into play one unprovoked Guard. You may play one defense against each attack that your opponent played in their turn, and cannot knowingly play an inappropriate defense. If the colored area on your defense card covers the entire corresponding colored area on your opponents' attack, the defense is successful and you normally take no damage from the attack. You may play a Special Card in this Phase, or wait until your Attack Phase. 4.) Attack Phase: During this Phase you may normally only play one attack. If you are prevented from playing an attack or have lost all of your attack opportunities, then you cannot play an attack, or make a Hard Exertion for one. When preparing to attack, take note of the last resolved Defense you played as it may modify your first attack. You may only attack to an area that the block does not cover .A successful dodge will defend an attack as well and perhaps affect your next attack, depending on its Game Text, if any. If you haven't played a Special Card yet, this is your last opportunity to do so. Remember that you may only play one Special Card per turn. 5.) Ability Adjustment Phase: Cards cannot be played once you start this Phase. If a card lowers your Ability, or you have pending damage, make that adjustment now. If a card raises your Ability, make that adjustment now. A successful attack normally does 2 damage. You may calculate pending Ability loss and gain, along with pending Damage loss and gain in any order. 6.) Draw/Discard Phase: You must Discard Down or you may Draw Up during this Phase. At the beginning of this Phase you must resolve (in any order) all effects that occur during the Draw/Discard before drawing or Discarding cards. You cannot play any cards during this Phase. Then, if you have more cards in your Hand than your Ability, you must Discard down to your Ability unless your Hand size is altered, which is known as your Maximum Hand Size. Your Maximum Hand Size is your Ability plus or minus any modifiers. When Discarding down, these cards are immediately placed in your Discard Pile. If you have fewer cards in your Hand than your Ability, you may draw one card at a time, stopping at any point as long as you do not exceed your Maximum Hand Size. If you forget to draw during this Phase, you will normally have to wait until your next Draw/Discard Phase to draw. After you have completed drawing up and/or Discarding cards your turn is over. Regardless, of any effect (card or otherwise), before you draw a card during this Phase, you must calculate how many cards you have the capability of drawing. Then you may draw only up to that many cards. (Also see Maximum Hand Size)

Page 9: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Winning The Game There are two ways to win the game, they are:

1) Successfully execute a Head Shot against your opponent. 2) Reduce your opponent’s Ability to zero. If your opponent begins their Attack Phase

with an ability of zero, they immediately lose the game. If your opponent has to skip their Attack Phase due to an effect in play, if they end their Ability Adjustment Phase with an Ability of zero they would immediately lose the game.

Keywords

These keywords are found in the text of a card and are used to make it easily identifiable as to what type of effect is on the card. (ex. DRAW: Draw one card.)

ALLOWANCE- Any effect that gives the option to play or put into play an card you would otherwise not have the ability to play or put into play.

DISCARD- Any effect that gives the option to discard or forces the discarding of cards from any source other than an Endurance Pile.

DRAW- Any effect that gives the option or forces the drawing of cards from an Endurance Pile.

CAPTURE- Any effect that gives the option to capture or forces the capturing of a card. Capturing a card is not removing it from play, due to game mechanics.

REMOVAL- Any effect that gives the option to remove or forces the removal of an Ingame or Pregame card from the game.

TRIGGER- Any effect that allows the player to either discard or remove from the game a card to gain an effect. Trigger effects are not Discard or Removal effects. Triggering Effects that are triggered by damage must be a minimum of one damage unless specified on the card. RETRIEVE- Any effect that gives the option to retrieve or forces the retrieving of a card(s) from a specified source.

BURN- Any effect that gives the option to burn or forces the burning of a card(s) from an Endurance Pile.

COST- Any effect that causes a player to have to discard a card to play a card from their Hand. Cost effects are not Discard or Burn effects.

RESTRICTION – Any effect that restricts or prevents what cards and/or card types may be played and how they may be played, as well as effects which prevent you from performing an action, are a Restriction effect. Unblockable and/or Undodgeable effects are not Restriction effects. Requirements to perform an action or to play cards are not a Restriction effect.

REVEAL- Any effect that allows a player to look at their opponent’s Hand, either player’s Endurance, or at a Hidden Attack.

Other Game Aspects

Adjacent: When a card or effect refers to an Adjacent grid, any grids that share a border or an intersection qualifiy as being Adjacent. For example, a Thrust and a Lower Right Attack are Adjacent because they share an intersection.

Page 10: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Allies: An Ally is any non-Pre Game card that depicts a character from the television series or movies, and has their name only as the title of the card unless specified in the subtext. You may only have 1 of each unique Ally in play at a time. For an Ally to have a gender, it must have a specific name (James Horton, Sharon Collins). Non-gender specific names (Angry Mob, Loyal Clansman) have no gender.

Allowance Cards: This is a group term for cards like Darius, Fisticuffs, Queen of the Flock, Benefit of Experience, Watcher Database, Teacher of Many, Power of Illusion, and/or Weapons Expert which allow a player to include cards in their deck when they would normally not be allowed to during deck construction. The cards not normally allowed in the deck can only be used, put into play, or played in conjunction with an appropriate allowance card.

Altering Gem Assignments: If you have a Pre-Game that allows you to alter your gem assignments prior to deck construction, you do not have to reveal to your opponent the chosen gem assignments you decided upon for the tournament. However, you must begin the tournament with your chosen gem assignments written down on a piece of paper for the Tournament Director to see if asked. Gem assignments cannot be altered above 13 (or 39) of any gem for any reason. Attacks: In the text box of attacks should be a number, or 2 numbers separated by a slash. For instance ATTACK: 2 or ATTACK: 2/4. The first number is the normal damage value for the attack. If there is a number separated by a slash, this means the attack may be made a Power Blow and that is the damage value of the attack if it is made a Power Blow. Basic Attacks do 2 damage normally and 4 damage if made a Power Blow, unless otherwise stated. If no number is printed on the card, the attack does 2 damage unless otherwise stated. Capture: Capture effects happen when you take a card from one location (example: your Hand, Endurance, Discard Pile, etc...) and place it underneath another card (in-game or pre-game) face down. Face down Captured cards have no effect on play. Captured cards cannot be placed in any Endurance or Discard Pile other than then owner’s. For example, if you have a Captured card(s) in your Hand or under a card, then decide to activate an effect that would put the Captured card(s) into either your Endurance or Discard Pile, the captured cards are instead placed in the owner’s Discard Pile.. A player can look at their Captured cards anytime during their turn. These effects are always prefixed with the CAPTURE Keyword, or can be found in the compatibility lists later in the rule book. Note: A card that is modified by another card but has an effect on play is NOT "Captured. Example 1 – Mongolian Broad Sword and Rachel MacLeod are cards that “Capture” other cards. Example 2 – Watchers Tattoo and Kidnap are cards that do NOT “Capture” other cards. Considered Disarmed/Considered Weapon Broken: If a card or effect states that you are Considered to be Disarmed or that your weapon is Considered to be broken, that state remains only as long as that card or the card stating the effect is in play. If you are “Considered Disarmed” for any reason, the effect applies to all weapons you are using. If your weapon is “Considered to be broken”, this applies to one weapon, of your choice, that you are using. While under either of these effects, you cannot regain your weapon(s). When the card or effect leaves play or is nullified/ignored, you immediately regain your weapon(s) or your weapon is no longer broken, you do not need to regain your weapon. Being “Considered Disarmed” or “Considered Weapon Broken” is an effect that IS a Restriction Effect due to game mechanics. Any Guards or weapon related Standing Defenses are removed from play unless you have a way to play the Standing Defense while Disarmed, Considered Disarmed or Unarmed.

Page 11: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Considered Prone: If a card or effect states that you are Considered to be Prone, that state remains as long as the card or the card stating the effect is in play. While under this effect, you cannot regain your feet. When this card or effect leaves play or is nullified / ignored, you immediately regain your feet, you do not need attempt to regain your feet. Continuous Effect: These are effects which last over many turns and are sometimes cumulative in nature. COST: Costs are effects that require you to do something prior to playing a card or taking an action. When a Cost requires you to spend a card, it means to Discard that card from your Hand. If it requires you to spend a Hard Exertion, it means that you must make the Hard Exertion. If a Cost makes you make a Hard Exertion to play a card, you may still play that card from your Hand during the same Phase in which you made the Exertion. Paying a cost is not considered being forced to Discard from your Hand or Endurance. These effects are always prefixed with the COST Keyword, or can be found in the compatibility lists later in the rule book. Example 1- If you have to Discard a card or perform an action to play a card (like Master's Advance or being Prone), you only have to Discard a card to play a card from your Hand. If you Exert for a card to play, you do not have to Discard to pay the cost if the text says the action must be performed to play a card from your Hand. Example 2 - If your opponent is playing with the Short Sword WoC you must Discard a block to play a non-basic block. Since the text does not specify "from your Hand" you would have to Discard a block to play a non-basic block from your Hand or from an Exertion. Countering Cards: If a card is countered, it is immediately Discarded, and has no effect on play, but is still considered to have been played. Damage vs. Loss of Ability: If a card or effect forces you to lose Ability, it may not be countered with a card that prevents damage. Diamond Icon : Whenever a Diamond Icon appears before the title of a card, that means that only one copy of that card may be in play on your side. Dirty Tricks: Dirty Tricks cannot be blocked, do no damage (unless specified), and cannot be Power Blows. You may play Dirty Tricks even if Disarmed or Unarmed. Disarmed, Unarmed & Breaking Weapons: During the course of the game, you may become Disarmed, or your weapon may be broken. Any card or effect that states that it will “Disarm” your opponent means only one weapon is Disarmed. The person that is being Disarmed chooses which weapon is to be Disarmed. If your weapon is broken, you are Unarmed, unless you are using two or more Weapons of Choice. In this case, all weapons must be Disarmed and/or broken for a player to be Unarmed. If either occurs, you may not play attacks or blocks that require the use of a weapon, but can play attacks that have an effect that allow them to be played (example: Dirty Tricks, Martial Arts, etc…). Any Guards or weapon related Standing Defenses are removed from play unless you have a way to play the Standing Defense while Disarmed, Unarmed. When you first become Disarmed during your turn, you may not Exert during your May Do/Must Do Phase to regain your weapon until the beginning of your next turn. During your 'May Do' Phase, you may make a Soft (3 of named Attribute Gem) or Hard (2 of named Attribute Gem) Exertion to try to rearm yourself for each weapon Disarmed.

Page 12: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

You do not have this chance if your weapon was broken, however there are cards and effects that will allow you to get a new weapon if your weapon is broken or you are Unarmed (Example: Extra Weapon, Weapon Stash, etc…). While Disarmed, you may not play any Weapon Of Choice cards or cards with Blade in the title. Any Weapon Of Choice or Blade cards that pertain to the Disarmed or Unarmed weapon are Discarded from play. You cannot attempt to Disarm or break a player's weapon that is already Disarmed or broken. If you manage to recover a Disarmed or Unarmed weapon and you had more than one Weapon of Choice Disarmed or Unarmed, you may choose which one is recovered. Disarmed or Unarmed is NOT Prevention due to game mechanics. Discard Pile: You or your opponent may search through either players Discard Pile, though if you wish to search your opponents Discard you must ask first. Neither player may shuffle or otherwise change the order of the cards in any Discard Pile. When Sweeping cards or Discarding cards from your Hand, you may place them in any order on the top of your Discard Pile. If your opponent Discards cards from your Hand, he may choose the order in which they are placed on top of your Discard Pile. Discarding from the top of your Endurance and cards Discarded from an Exertion must stay in their original order. Discard to Use Cards: The Game Text on these cards usually begins with "Discard this card from play" or “Discard from the game”. You may not use a “Discard to Use” card the turn it is put into play. It becomes eligible to Discard after your opponent has played their first card on their next turn. Duplicating A Cards Effects: If you are duplicating a card's effects, you do not need to meet the requirements for that card to achieve duplication. However, if the card being duplicated has other requirements to achieve its effect, those requirements must be met. If a card being duplicated has any "play in conjunction" cards attached to it, the effects of the "play in conjunction" cards are also duplicated. Any other effects modifying the duplicated card are nullified. Altering Gem Assignments: If you have a Pre-Game that allows you to alter your gem assignments prior to deck construction, you do not have to reveal to your opponent the chosen gem assignments you decided upon for the tournament. However, you must begin the tournament with your chosen gem assignments written down on a piece of paper for the Tournament Director to see if asked. Gem assignments cannot be altered above 13 of any gem for any reason. Edge Cards: These cards are not Special Cards. You may play as many Edge Cards per turn as you wish. Edge Cards played in conjunction with any card are countered if that card is countered. You may always play Edge Cards unless card text specifically says you cannot. Endurance Size: You must begin the game with an Endurance of at least 50. Events: Event cards briefly affect battle, and are normally swept during your next Sweep Phase.

Exertions -An attempt to draw on inner reserves of strength, through use of ones Endurance, is known as a Hard Exertion. To make a Hard Exertion, reveal the top 5 cards from your Endurance. Each Exertion may only be used for one function. You may only Exert in your May Do/Must Do, Defense and Attack Phases. Before you make an Exertion you must always declare what you are Exerting for, how many cards you will Exert (if there are any cards in play that modify the size of Exertions) and the type of Exertion you are making. You may only attempt to become unProne or to regain each weapon once per turn. As such, you must choose between making a Soft or Hard Exertion when you make that attempt. If forced to make an Exertion, it is not considered being forced to Discard cards from your Endurance.

Page 13: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Tiered Exertions: These are Exertions made for an Attribute gem where each named gem found in the Exertion activates an effect. Example: You may have a card that says “Make a Exertion, avoid one damage for every agility gem you draw.” In this case you would draw 5 cards and for every agility icon on those 5 cards you would avoid 1 damage. The more gems you draw the better it works. Threshold Exertions: These are opposed Exertions, where you are trying to get more of a named gem in your Exertion than your opponent, or you need to get a certain amount of a named gem to achieve an effect. Threshold Exertions are Attribute Challenges. Example 2: “Make a Soft Exertion for three agility gems, disarm your opponent.” In this case out of the 5 cards you draw you must find at least 3 agility gems in order for the card to take effect. If you find less than 3 your opponent is not Disarmed and the card has no effect. Attribute Checks: An Attribute Check is a term defining any time you make an Exertion for specific gems to create an effect, not to modify an effect. An Attribute Check is any Check made by a single person. Any Tiered or Threshold Checks made by one person are now known as Attribute Checks. Attribute Challenge: An Attribute Challenge will require an immediate response by your opponent and both players will make a Soft Exertion during your turn. In the event of a tie during an attribute challenge, no effects will happen. Unless otherwise stated in the text of the card, effects of the Attribute Challenge affect the player that initiated the challenge. Note: If a card says "WINNER:" or "LOSER:", it is instead "WIN:" and "LOSE:" An Attribute Challenge is any Check made by both players at the same time. Any Tiered or Threshold Checks made by both players at the same time are now known as Attribute Challenges. Hard Exertions: You may only make one Hard Exertion per turn. Any cards that you reveal and do not use are placed into your Discard Pile after the Exertion has been fulfilled. After you make a Hard Exertion, you may no longer play cards from your Hand during your current Phase. This does not end that Phase, it only ends your ability to play cards from your Hand during that Phase. For this reason, it is important to remember to play everything you wish to play from your Hand before Exerting. Below are the uses for a Hard Exertion - 1.) Power Blows: To make a Power Blow, declare one of your attacks a Power Blow then make a Hard Exertion during your Attack Phase. When you make an attack you play a Power Blow it does an additional 2 points of damage. You may only make one Power Blow per turn. If you make a Power Blow, your opponent has the right to make the next attack they play during their turn Hidden (see Hidden Attacks). If an attack is already a Power Blow, you cannot make it a Power Blow again by making a Hard Exertion, however, you can modify a Power Blow into a Head Shot. If you have a card that must be played in conjunction with an attack that is considered a Power Blow, play the card first then make the attack a Power Blow. 2.) Power Blocks: To make a Power Block, declare which of your blocks you are making a Power Block then make a Hard Exertion during your Defense Phase. You can only make a block you play a Power Block against an attack that is a Power Blow. You may play a block against a Power Blow and not make it a Power Block, but you take 2 damage. If a block is already a Power Block, you cannot make it a Power Block again. If you have a card that must be played in conjunction with a block that is considered a Power Block, play the card first then make the block a Power Block.

Page 14: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

3.) Searching for an Attack: There may be times where you do not want to play an attack from your Hand, are restricted to Exerting for one, or just do not have an attack in your Hand. You may make a Hard Exertion in hope of finding an attack that you can legally play. You may play one attack from the Hard Exertion, then Discard the unused cards. It is possible to make an attack you play from your Hard Exertion Hidden (see Hidden Attacks). If you have a card that requires an attack to be played in conjunction with it, play the card first, then Exert for the attack to play with it. If no card is playable in the Hard Exertion, any cards played “in conjunction” are Discarded without effect. 4.) Searching for a defense: You may search from within the cards revealed in a Hard Exertion for a defense. You may play one legal defense from the Hard Exertion. If you have a card that requires a defense to be played in conjunction with it, play the card first, then Exert for the defense to play with it. If no card is playable in the Hard Exertion, any cards played “in conjunction” are Discarded without effect. You may not Exert for a defense unless you have an attack pending against you. 5.) Exerting for an Illusion: You may make a Hard Exertion during your turn to search for an Illusion. You may play only 1 Illusion found in the Exertion. 6.) Other Exertion Uses: Some cards or effects, like Exerting to "Regain your feet" (see Prone) or a weapon (see Disarming and Breaking Weapons), or Exerting to satisfy a card effect or persona power may require you to make a Hard Exertion. 7.) Exerting for "Nothing": There may be times where you do not want to play any cards from your Hand, you are unable to play cards from your Hand, or a strategic element calls for an Exertion. This type of Hard Exertion is known as an Exertion for "Nothing" or a "Useless Exertion". If you chose to make a "Useless Exertion" it must be made before the end of your Attack Phase. Soft Exertions: These are Exertions that are usually made for an Attribute Check or Attribute Challenge. When Exerting, draw the proper number of cards, add the proper Attribute Gems found on the cards and then return those cards to the bottom of your Endurance. You may make as many Soft Exertions during your turn as card effects call for. Making a Soft Exertion does not end the Phase you are in or your ability to continue playing cards during that Phase. After making a Soft Exertion you may continue playing cards as normal. Exhaustion: When the last card in your Endurance is drawn, Discarded or otherwise taken from your Endurance, you Exhaust. You lose 5 Ability during your next Ability Adjustment Phase. Reshuffle your Endurance and all the cards in your Discard Pile together and continue play. If you are making a Soft Exertion and you only have 5 cards left in your Endurance, when you draw the last card you Exhaust. You reshuffle, and then put the 5 cards from your Soft Exertion underneath your Endurance. If there are no cards in your Endurance and no cards in your Discard Pile to shuffle together and form a new Endurance pile, you immediately adjust your ability to zero, and begin your Draw/Discard Phase. Foil Weapon Of Choice Cards: Next to the Hand Icon on the back of Foil Weapon of Choice cards, there is an Attribute Gem with a “+” and a number inside it. This number is added to the corresponding Attribute value printed on your Persona Card. Gems and Card Uniqueness: A card that has the same text but different colored gems in the text box (such as Xavier Mercenary Henchmen) or at the bottom of the card (such as the dual icon tool box cards) are NOT unique from each other as far as Deck Construction. Example: Focus/Police with a Reason Gem and Focus/Police with an Empathy Gem. The Focus/Police card is restricted to 2, regardless of the gem, you may still only include 2 in your deck, not 4.

Page 15: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Guard: A Guard allows you to block a large grid area, and unlike a normal block or dodge, does not need to be swept during your Sweep Phase. You can leave it in play and block with it again next turn! A Guard is still a block. If you make your Guard a Power Block, it is only a Power Block for that turn. While you have a Guard in play, you cannot attack to the areas covered by the Guard. You must remove your Guard from play in order to play a new defense, or attack to those areas. Remember, as with other blocks, if you just blocked with your Guard, you may only attack to areas not covered by that Guard. You may drop a guard you have in play at any time during your turn, but still must adhere to attack restrictions if that was the last defense you defended with during your turn. During your May Do/Must Do Phase you may put into play 1 unprovoked Guard per turn (this does not count as a card played). Head Shots: A Head Shot: Event Card is played in conjunction with an upper attack. That attack instantly becomes a Power Blow. If your opponent cannot play a successful defense against the attack, or avoid it, they lose the game and their head immediately. Your attack must be able to become a Power Blow to be a Head Shot. There are cards other than the Head Shot: Event that may modify an attack to become a Head Shot, or attacks that by Game Text are Head Shots. The same rules pertaining to the Head Shot: Event also applies to these cards. If an effect modifies an attack that was previously a Head Shot so that it is no longer a Head Shot, the attack remains a Power Blow. Hidden Attacks: If you have the opportunity to play a Hidden Attack, you may play it face down. Your opponent will need to guess which area to defend. After they have played their defense, reveal the attack. When the attack is revealed, the attacker must also disclose all aspects of the attack (for instance - if it was undodgable, or a Head Shot)This is one of the few instances where a player may play an inappropriate defense. If the defense is inappropriate, your opponent is allowed to Exert for a better defense, but may not play a new defense from his Hand against that attack. If your opponent does not wish to play a defense from their Hand against the Hidden Attack, you reveal the attack, and they may choose to Exert for a defense. If a Hidden Attack is a Power Blow, the attacker must declare that the attack is a Power Blow before he ends his attack Phase. If asked how the attack is a Power Blow, the attacker may respond with “Card Effect” if text on the card or some other card effect makes it so. If an attack is unblockable and/or undodgable by text on the card (and there is no choice), the attacker does not have to disclose this information to the defender. However, if the card text forces the attacker to choose unblockable or undodgable, the attacker must disclose which choice is in effect when the attack is played. Any attack where you choose a grid and/or add a grid cannot be played Hidden. Hidden Attacks – Exerting To Defend 1- Declare your intention that you are Exerting for a defense against the hidden attack. 2- Play any "in conjunction" cards on the table that are intended to amplify the defense found in the Exertion. Play or activate any card or effect that will alter the Exertion. 3- Retrieve the cards for the Exertion from whichever source (Hand, Top of Endurance, etc....) and hold them separate. 4- The hidden attack is revealed. 5- Use the cards in the Exertion to determine if you have an appropriate defense for the attack. *If you have an appropriate defense, you may choose to play it to defend the attack. The other cards from the Exertion are placed in the Discard Pile.

Page 16: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Hilts: These are unique cards that may only be put into play to enhance a weapon of choice. You may only have one hilt in play at a time. You cannot play a hilt to replace a hilt already in play. If for any reason you have 2 hilts in play, one must be Discarded from play unless one of them is an off-Hand hilt. If you become Disarmed, any hilt you have in play for the weapon Disarmed, is removed from play and placed in your Discard Pile. Your hilt(s) are not Discarded from play if you are “Considered Disarmed” or have a weapon that is “Considered broken”. How Triggering Works: The cards with this effect will have text that usually begins with “Discard from the game to …” or “Discard from play to…” or “Discard to use” or the TRIGGER keyword. You may not use a Trigger effect the turn it is put into play. It becomes eligible to use the Trigger effect after your opponent has played their first card on their next turn. Effects that are triggered by damage must be a minimum of one damage unless otherwise specified. Ignoring: For the purpose of game mechanics, "ignoring" is considered to be nullifying in the singular sense. Ignoring a target nullifies the effect/text of the target for the duration of the ignore effect only for the player doing the ignoring. Example: Player A has Leo Adkins in play and a hilt in play. Player B plays a 2ed Focus to ignore the Leo Adkins and plays a Misfortune to remove the hilt from play. The text on Leo Adkins cannot activate because the text is nullified for Player B by the ignore effect of Focus during his turn. Immediate Effect: These are effects which must be resolved the moment they are played or activated. Nothing can interrupt the Immediate Effect of a card other than countering the card. Police : Remove Situation or Holy Ground are examples of Immediate Effect. Losing An Attack: When you lose an attack, it is not prevention or a restriction. Nothing is stopping you from being able to attack, you just lost an attack. The attack lost is your primary or first attack opportunity. Losing an attack effects are cumulative. If you are faced with two or more effects where you lose an attack, the first is obviously your primary attack, the second would affect the first additional attack opportunity you have available, and so on. If you have two effects against you where you lose an attack but only have one attack opportunity, then the effect which would target the second attack opportunity has not target so does not apply. Example: Player A- is using the Rapier WoC, so has two attack opportunities and plays two attacks. Player B- defends the attacks, then plays an attack of his/her own. Player A- plays an Evade (You lose one attack) to defend the attack, and so loses his/her primary attack opportunity. However, can still play the additional attack gained from the Rapier Woc, so plays an attack. Player B- defends the attack, then plays an attack of his/her own, and plays a card that also has an effect that causes his opponent to lose an attack. Player A- plays an Evade (You lose one attack) to defend the attack, and so loses his/her primary attack opportunity. However, now since there is another effect in play causing Player A to lose an attack, Player A has lost not only his/her primary attack opportunity, but also the additional attack opportunity gained from the Rapier WoC. In this case, Player A would have to use another effect to gain another attack opportunity or not attack. Loss : This means that the player loses the ability to play the first card of the named type on their turn. Loss is not Prevention or a Restriction. Example: Evade states in the text, “You lose one attack this turn.” So this means you lose your ability to play your primary attack this turn.

Page 17: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Play In Place Of An Attack : When a card states “Play in place of an attack.” , the attack it is referring to is the Primary attack only. Martial Arts Attacks and Defenses: These are attacks and defenses that are done physically without the use of a weapon. You may play Martial Arts Attacks and Defenses even if Disarmed, Considered Disarmed or Unarmed. Martial Arts attacks cannot be a Head Shot. Multiple Attacks: Normally, you have only one opportunity to attack per turn. However, you may gain additional attack opportunities through the use of other cards or your Persona Power. For each opportunity you have, you may play one attack from your Hand, play a card that is played in place of an attack, or make a Hard Exertion for an attack. The sequence of your attacks determines the order in which your opponent must defend. You may not rearrange the order of attacks once you have played them. If you Exert for an attack however, you may insert that attack anywhere along the sequence. You must either play your primary attack or forfeit your primary attack opportunity before playing any additional attacks. Multiple Defenses: When defending against multiple attacks, you have a couple of options on how this is settled. The playing of defense cards and attack resolution happen for each attack in order of their sequence simultaneously. Defenses must be played in the order of the sequence of the attacks. The only time this differs is when you declare that you will be Exerting for a defense for one of the attacks. In this case, prior to the Exertion you may play any defenses against the remaining attacks before you Exert for the defense of one attack. If you find in the Exertion a defense that will defend and can carry over to the remaining attacks, you have the option of letting that happen so long as you Discard the defenses you already declared for those remaining attacks. Be careful with how you do this because even though you have already declared defenses for the remaining attacks, if you do not find a defense in the Exertion, you will be subject to any effects that are triggered by the attack being successful which can affect the defenses you already declared for the remaining attacks. Below are some examples. Example #1- Normal Scenario without Exertion Player A – plays 3 attacks (upper center attack/lower right attack/middle left attack) Player B – plays either one defense to defend all attacks or plays a defense for each attack or a combination of these two options starting with the upper center attack and continuing one attack at a time through the sequence. Example #2 Scenario without Exertion that has a triggered effect happening Player A – plays 3 attacks (Zachary Blaine Pistol /upper right attack/middle right attack) Player B – declares the Pistol successful (Discards appropriate defenses from Hand due to the immediate effect of the Pistol being successful), then plays the defenses for the remaining attacks in order of sequence and resolving them one at a time beginning with the upper right attack. Example #3 Scenario with an Exertion being made Player A – plays 3 attacks (upper right attack/lower center attack/middle left attack) Player B – declares that he will Exert for the defense against the upper right attack, which allows him to play defenses for the remaining attacks prior to the Hard Exertion. The attack resolution still begins with the first attack and is resolved in order. So with that in mind, he plays a lower left block which should defend against both remaining attacks. Once this is done, he makes the Exertion to defend against the first attack. He finds an Evade in the Hard Exertion and applies it to the first attack as the defense. Then we go to the resolution of the remaining attacks. They are both defended against by the lower left block so are declared unsuccessful and Player B has taken no damage from attacks this turn.

Page 18: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Example #4 Scenario with an Exertion and a triggered effect happening Player A - plays 3 attacks (upper right attack with Hammer Blow THBS and Master’s Head Shot edge/Kurgan Dirty Trick/upper left attack) Player B – Declares that he will Exert for the defense against the upper right attack, which allows him to play defenses for the remaining attacks prior to the Hard Exertion. The attack resolution still begins with the first attack and is resolved in order. So with that in mind, he plays a Guard (lower) with Alertness: Block against the Dirty Trick, and then plays a Guard (upper) against the upper left attack. Once this is done, he makes the Hard Exertion to defend against the first attack. The only defense he finds in the Hard Exertion is an upper center block which he must play in order to not lose his head. He plays the upper center block from the Hard Exertion as his defense against the upper right attack. The immediate effect of the Hammer Blow activates since the attack was successfully blocked which removes all Standing Defenses in play. Both Guards are removed from play. Now having no options of defending the remaining attacks Player B elects to let the upper center block remain in play to also defend the upper left attack. He declares the Dirty Trick successful and is now Prone. He then resolves the upper left attack which is successfully defended by the upper center block. End Result: Player B is Prone, has 4 Damage pending, but has kept his head this turn. Nullifying: When you Nullify a card or its effects, the card has no effect on any card, player, rule or effect in the game for the duration of the effect. Nullifying Or Ignoring Persona Abilities Or Pre-Game Cards: If your persona ability or Pre-Game cards are nullified or ignored, any part of which effects gem assignments used in deck construction are not affected. Off-Hand Weapons of Choice: Off Hand Weapons Of Choice have a sideways Hand Icon printed on the back of the card. An Off Hand Weapon of Choice is still a One Handed Weapon of Choice. Off Hand Weapons of Choice are designed to be played with other Weapons of Choice, but can be played singularly. If the text states that it must be played with another Weapon of Choice, then it can be played with a Primary Weapon of Choice or another Off Hand Weapon Of Choice. If the text says that it may be played with another Weapon of Choice, then it may be played with either a Primary Weapon of Choice or another Off Hand Weapon of Choice, or by itself. Paying a Cost: Playing a cost is when you must perform an action to get a result. Paying a cost is not considered being forced to Discard from your Hand or Endurance.

Example 1- If you have to Discard a card or perform an action to play a card (like Master's Advance or being Prone), you only have to Discard a card to play a card from your Hand. If you Exert for a card to play, you do not have to Discard to pay the cost if the text says the action must be performed to play a card from your Hand.

Example 2 - If your opponent is playing with the Short Sword WoC you must Discard a block to play a non-basic block. Since the text does not specify "from your Hand" you would have to Discard a block to play a non-basic block from your Hand or from an Exertion. Persona Abilities with Deck Construction: When using a persona that allows more than the 6 of any card, it supersedes the 6 of any unique card rule found in the Deck Construction section. For example, Ramirez can include 12 slashes. You may have 12 of any slash so long as the Slash does not have a restriction number on the card. If it does, you must adhere to the restriction number on the card. This also applies to Anthony Galen, Xavier St. Cloud, as well as any persona with a like ability. Plots: Plots that are “put into play” are treated the same as if they were played from your Hand.

Page 19: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Pre Game Cards That Allow You To Include Cards: When a non-Weapon of Choice Pre-Game card states that the persona can include certain cards in their deck they may not normally be able to, they may use these cards normally. This does not apply to cards like Darius, Teacher of Many, Benefit of Experience, etc... , which specifically state that they must be played at the time the card is played or brought into play. Pre-Game Crystals: Crystals do not have to be in a specified order, and do not count against your Pre-Game limit. You must still abide by the 1 unique Pre-Game rule. Primary Weapons of Choice: Primary Weapons of Choice have a vertical Hand Icon printed on the back of the card. Normally, you may utilize only one Primary Weapon of Choice. It cannot be removed from the game. Any player not using a Weapon of Choice is still considered to be using a one Handed weapon (one Hand Icon) and has a free Hand. Your Weapon of Choice may require one Hand (one Hand Icon) or two Hands (two Hand Icons) to wield. If you are Disarmed, your Weapon of Choice is turned face down and is out of play until you have regained your weapon or have replaced your broken weapon. While Disarmed, you cannot play Weapon Specific Cards relating to that Weapon. If you happen to be using two Weapons of Choice and are Disarmed, you decide which Weapon of Choice is Disarmed. Prone: During the game, you may become Prone. When you first become Prone during your turn, you may not Exert during your May Do/Must Do Phase to become un-Prone until the beginning of your next turn. If you are Prone, you must Discard a card from your Hand with the same Icon type as any card you play from your Hand. If you are Prone during each of your 'May Do' Phases you may make an Exertion to attempt to regain your feet. You may make a Soft (3 of named Attribute Gem) or Hard (2 of named Attribute Gem) Exertion to try to become unProne. Ranged Attack: Attacks with the Ranged subtitle have a gold grid. They cannot be played from a Hard Exertion and can never be a Power Blow. Ranged Attacks cannot be blocked. Cards that allow your opponent’s Blocks to defend Attacks that cannot be blocked cannot be played to defend Ranged Attacks unless an effect (example: Shield WoC ability) allows you to do so.. If a card turns a non-Ranged Attack into a Ranged Attack, it loses all other subtypes, card text, and gains the above rules (any cards in conjunction with that Attack that would now be illegal are removed from play). . You may not Back Away from Ranged Attacks unless a card or effect specifically allows you to, or you have a card or effect in play that allows you to ignore the text on the Back Away. Redirecting Damage and Ability Loss: When a card is played that redirects Damage or Ability loss, that card does not become the cause of Damage or Ability Loss. It is redirecting the Damage or Ability Loss, so cannot be targeted by a redirecting effect. Example: Player A - Plays Boom Boom against his opponent. (effect causing ability loss) Player B - Plays Really? (redirects the ability loss to Player A) Player A - Cannot play a Really? to redirect the ability loss, so losses one ability. Removing Pre-Game Cards from the Game: If a Pre-Game card allowing you to add cards to your Endurance is removed, the added card or cards are not removed and may still be played normally. If a Pre-Game card that modifies your attributes during deck construction is Disarmed, broken, or removed from the game, you do not remove the cards allowed and may continue to play those cards normally. Sequence Plots: Sequence Plots may have a requirement to be played. Sequence Plots take effect on the game only during the turn that they enter play (and, sometimes, your opponent's next turn). Sequence Plots have a final Plot card that finishes the Plot Sequence, usually having a devastating effect and removing all the prior Plots in the sequence from play. You may only have one of each unique Sequence Plot in play at a time.

Page 20: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Sheathing and Drawing Weapons: You normally begin play with all weapons Drawn. You may only Sheath or Draw a weapon if an effect in play allows you to do so. If you have no weapons Drawn, you are Unarmed. If you have hilts and/or Weapon Specific cards in play when a weapon is Sheathed, the affected cards are flipped over and have no effect on play. When the weapon is Drawn, those cards are flipped over and effect play normally. Situations & Objects: Both Situations and Objects remain in play after being played. You may have multiple copies of the same Situation or Object in play at once. Special Attacks: Special Attacks may not be Power Blows, may not be Hidden, and may not be pulled from an Exertion when searching for an attack. If a Special Attack states it can be made a Head Shot, it may only be made a Power Blow as long as it is also a Head Shot. If a Special Attack states it can be made a Power Blow, it may also be made a Head Shot (as long as any requirements on the card are met). Edge cards can be played in conjunction with Special Attacks. If a card turns a non-Special Attack into a Special Attack, it loses all other subtypes and cannot be a Power Blow.

Stacking Effects: Identical versions of Objects, Situations, and Locations with continuing effects do not compound their effects, or stack, unless the cards specifically state that they stack or are cumulative. Different cards with similar effects do stack. Stand-Alone Plots: Stand-Alone Plots are much like Situations or Objects. They act alone and have a permanent effect on the game. You may only have one of each unique Stand-Alone Plot in play at a time. Standing Defenses: Standing defenses are a type of card that remain in play and affect the game until they are removed. These cards state that they are a Standing Defense. You may play non-gridded Standing Defenses during your Defense or Attack Phase even if you have not been attacked. You may drop (Discard) a standing defense you have in play at any time during your turn. Successful Attacks: An attack becomes successful if your opponent did not play a defense or use an effect that will block or avoid the attack. An attack usually becomes successful at the end of the defending players Defense Phase. That player may declare an attack successful before the end of their Defense Phase, instead of waiting for the end of the Defense Phase. Any effects of a successful attack occurs the moment the attack becomes successful.

Wound: Wounds are Situations that represent ongoing negative effects caused by Attacks. Wounds always have a requirement (i.e. You may only play this card if you played a successful Attack last turn). Unlike other Situations, once the requirements of a Wound are met, they may be put into play and are not considered a Special Card played. You may only put into play one Wound per successful Attack. Watcher Pre-Game: If you wish to include Watcher or Hunter cards in your deck, you must include the appropriate Pre-Game card. You may include either 1 Watcher or 1 Hunter Pre-Game, you cannot use both, and may only have 1 of either in your Pre-Game. Cards or effects which allow you to include cards not normally allowed in your deck cannot be used for Watcher or Hunter cards. If the Watcher or Hunter Pre-Game is removed from the game, you do not remove the cards from your deck and you may still play the Watcher or Hunter cards normally. You may only play Watcher or Hunter cards if you have/had a Watcher or Hunter pre game card in your pre game, unless you have a card that specifically allows you to do so (Example: Watcher Database).

Page 21: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

FAQ

Ability – The only cards that can raise your maximum Ability are ones that specifically state that they do. If a player is at their maximum Ability and a card is played that gains Ability (but does not raise the maximum), no Ability is gained. Arms and Tactics: "Break Glass" - If your opponent has any cards in play that prevent you from playing a certain type of card, you may use the Arms and Tactics: "Break Glass" to ignore ALL cards and effects that prevent you from playing any types of cards. Arms and Tactics: HtG195 – This cannot be used before the game begins to alter the Attribute Challenge that determines who goes first. Bait and Switch - Bait and Switch has prerequisites that must be met in order to play the card. Basic Attacks and Power Blows – If you make an Exertion to make a Basic Attack a Power Blow (not a Head Shot), you cannot answer “card text” if asked the source of the Power Blow, you must state the Exertion was to make the attack a Power Blow. Bumping – The only cards that “bump” other cards from play are Locations, unless specified on the card. Cards That Are Special Attack/Block - These cards that are Special Attack/Block are considered both when being targeted by any effect relating to special attacks, attacks, blocks, or defenses. Card Misprints – The following cards were misprinted but can be made playable in the following combinations: Crystal Front (HS2 P) with HS2-190 Back Darius Front (HS2 P) with HS2-191 Back Arms and Tactics (Holding Hands) with HS2-188 Back Arms and Tactics (Hand Holding Knight) with HS2-189 Back Search For Vengeance Pre-Game misprints can be made usable by using their proper front and backs. This applies to Kyala, Marcus Octavius, Gladius and Kanzashi Cat And Mouse (Plot) – All Cat And Mouse (Plot) cards allow multiple copies to be in play. Colin MacLeod – In regards to his Persona Ability, Quickening and persona specific cards, references to Allies should be read “Unique Ally”. Connor MacLeod Alternate Persona – You cannot have an Ally in play to use his Persona Power, and after you have used his Persona Power you cannot have an Ally in play for the remainder of that turn. Considered Versus Actually - If you are Considered Prone or Considered Disarmed, you are not subject to effects by cards or abilities that are triggered by being Prone or Disarmed. Similarly, if you are no longer under the effect of being Considered Prone or Considered Disarmed, you are not subject to effects by cards or abilities that are triggered by no longer being Prone or Disarmed.

Page 22: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Corda And Reno (Personas) - You may only use the persona ability of the currently active one. You cannot use both of their persona abilities at the same time. You may decide which one to start as after drawing their Hands. You only get two Hand Icons between the two immortals. So they do not each get their own weapon. They are both considered to be using the same weapon. The reason disarming once doesn't disarm both is because they each have their own status for weapon effects. You only "win the game by headshot" if you take the last remaining of the pair's head. Corda And Reno (Personas) and the Quality Blade (+1) - If you use Quality Blade (+1 ability) your active persona will be at +1 ability. This will enable you to have an extra card in the inactive persona's Hand. Example: If I start the turn as Corda with 9 ability, and switch to Reno, Corda never hits an Ability Adjustment or Discard Phase, so he maintains the 9 cards in his Hand, even though his ability goes back to 8 since he no longer benefits from cards in play. Reno, during his ability adjustment Phase, goes up 1 Ability because of Quality Blade, and then may draw up to 9 during the Draw Phase. Corda And Reno (Personas) and Card Effects – Cards like their Flying Machines only work for the one that is active. A Watcher: Treatment would only work for the one that is active during the Ability Adjustment Phase. Cards that stay in play would affect the current immortal, who would be affected by all cards and effects "in game". Darius: Event : countering - When Darius: Event is countered, the card that Darius is played in conjunction with is countered. Darius: Event : Putting Cards Directly Into Play - You cannot use a card which puts another card directly into play to bring a card brought into your deck with Darius: Event directly into play. Darius: Pre-Game - You do not need to include the card whose Restriction number you are increasing. Also, you may only increase the Restriction number on cards that you can "normally" include in your deck. Cards from other Persona's, whether included in your deck through the use of a Quickening, Persona Power, Darius: Event, or some other means, are not "normally" allowed in your deck. Defenses That Become Your First Attack - If you play a defense that states that if it is successful, it becomes your first attack, it does not fill your Attack Opportunity slot. You still have your normally allotted Attack Opportunities, this card only becomes the first attack in a possible sequence of attacks. Example - Player A is using the Short Sword (You may only play one attack per turn) - During his Defense Phase he plays a successful Block and Strike as his last defense. That defense now becomes his first attack at the beginning of his Attack Phase. Since he has not played an attack yet, he can still play the one attack allowed by the Short Sword, and it is now the second attack in the sequence. Dual Type Cards - When these cards are in your Hand, Discard or Endurance, they are count as both card types. Thier card type is chosen when they are played, and they are then subject only to effects which affect that card type. During deck construction, dual type cards count for each of thier titles. For instance, if you include a Focus/Police in your deck, you would be allowed 5 more cards titled Focus and 5 more cards titled Police. For the purpose of card title, when these cards are in your Hand, Discard or Endurance they count as both titles. When the card is played, its type determines which title is appropriate and that card is now only affected by effects which target that title.

Page 23: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Fast Draw - If both players play this card, they cancel each other out and the previously determined player goes first. Focus/Foiled/Reconnaissance/Always The Last Place You Look - These cards do not require a target to be played. Focus : Nullifying Situations - Focus nullifies everything on a Situation but its Type and Title. A Situation that is Focused can still be affected by cards that affect Situations. Focus-ing Cards that "Hold" (Capture) other cards - There are some cards that can store or "hold" other cards within them. Typically, the cards being held are placed face-down underneath the card in play that is holding them. If that card is nullified through the use of Focus or other means, the cards remain underneath that card. If that card is removed from play, any cards being "held" are placed in the owner's Discard Pile. Forced to Exhaust - If you are forced to Exhaust as the result of a card effect, you shuffle your Discard into your Endurance and lose 5 ability. Being forced to Exhaust is a separate mechanic from being forced to Discard from your Endurance. 4 Horsemen Premium - If both players have this card in their Pre-Game, they cancel each other out. Use the normal method of determining which player goes first. Gladius Pre-Game – If you make a Power Blow or Power Block, you MUST Discard a card from the top of your Endurance to fulfill the effect of the weapon. Group Classifications- Armor = These cards depict the different pieces of armor that an immortal may use. They are identified by having the word Armor in the title or sub-title of the card. They are divided into three categories reflective of the attack grid, which are Upper/Middle/Lower. You may only have one armor from each category in play at a time. The group classification of Armor applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that targets Armor. UPPER ARMOR CATEGORY Cavalier Hat Skull Helmet Space Goggles Crusade Helmet Any card with Upper Armor in the title or sub title MIDDLE ARMOR CATEGORY Bone Armor Crusade Gauntlets Snake Skinned Jacket Any card with Middle Armor in the title or sub title LOWER ARMOR CATEGORY Any card with Lower Armor in the title or sub title

Page 24: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Bystander = These are cards that depict people who affect the fight knowingly, but anonymously. They are identified by having the word Bystander in the title or sub-title of the card. The group classification of Bystander applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Bystanders. Examples are: Mercenary Henchmen Hired Thugs Irish Freedom Fighters Clan Priest Angry Mob Fabulous Freebirds The Tong Bystander Centurion Disgruntled Mortal Toadies Lab Director Loyal Clansman Cannibal Mimes Any card with Bystander in the sub-title Gypsy = These cards are identified by having the word Gypsy in the title or sub-title of the card. The group classification Gypsy applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Gypsies. Gypsy Gypsy Camp Any card with Gypsy in the sub-title Immortal Ally - These cards depict people that are known immortals. They are identified by having the words Immortal Ally in the title or sub-title of the card. The group classification of Immortal Ally applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Immortal Allies. You may only have 1 of each unique Immortal Ally in play at a time. You may not have an Immortal Ally in play that shares the same name as your Persona or your opponent’s Persona. Lawmen = These cards depict characters that were associated with law enforcement. The group classification of Lawmen applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Lawmen. Detective Thomas Powell Sheriff Howard Crowley Sheriff Benson Brenda Wyatt Renee Delaney Police Investigation MAX Detention Center Avery Hoskins Garfield Inspector Bardot Narc Sergeant Franks Commissioner Cominski Sergeant Powell Forensic Evidence Lt. John Stenn

Page 25: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Matthew McCormick Detective Walter Bledsoe Any card that has LAWMEN in the subtitle Member - These cards depict people that are known as members. They are identified by having the word Member in the title or sub-title of the card. The group classification of Member applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Members. You cannot have more than one of each Member in play and cannot have a Member in play that shares the same name as your Persona or your opponent’s Persona. Mortal Ally = Any card that has a proper name only in the title or has Mortal:Ally in the sub-title. The group classification of Ally applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Mortal Allies. You may only have 1 of each unique Mortal Ally in play at a time. You may not have a Mortal Ally in play that shares the same name as your Persona or your opponent’s Persona. Reporter - These cards depict people that are known as reporters. They are identified by having the word Reporter in the title or sub-title of the card. The group classification of Reporter applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Reporters. Vehicles = These cards depict modes of transportation that may be used by an immortal. You may only have one Vehicle in play at a time. The group classification of Vehicle applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Vehicles. Stunt Bike War Horse Flying Machine/ Hover Board Flying Machine/ Wings Twin Blade Helicopter Tank Any card that has Vehicle in the title or sub title Guards - Dropping to Attack - You may drop a Guard at any time to Attack to an area that the Guard covers, but if you used the Guard to Block an Attack that turn you still may not Attack to areas that you just blocked with your last defense. Hand Size - Your maximum Hand size is normally determined by your ability score. However, if there is a card or effect altering your Hand size, this holds priority over drawing up to your ability during the Draw/Discard Phase or Discarding down to your ability during your Draw/Discard Phase. Example1: Player A plays a Satellite. Player B now has a Hand size of 14 even with an ability score of 15. Player B plays 3 cards during his turn. During Player B's Draw/Discard Phase he may only draw up to two cards and end his turn. Holy Ground : Playing Unprovoked - You may play Holy Ground, any version, even if your opponent did not attack you last turn. Hunter - These cards depict people that are known as Hunters. They are identified by having the word Hunter in the title or sub-title of the card. The group classification of Hunter applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Hunters.

Page 26: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Illusions And Darius: Event/Teacher Of Many and other Allowance cards– You can include Persona Specific Illusions in your deck using Darius: Event or Teacher Of Many and other Allowance cards. You must play the Darius or Teacher Of Many from your Hand prior to making an Exertion you wish to use an Illusion from unless the text on the Allowance card states otherwise. Immortal Ally – You may not play or bring into play any Immortal Ally card if the title is the same as your opponent's Persona Card. In Conjunction - If you elect to rip or counter Kirk Matunas or any other card with a "play in conjunction or Discard to boost" ability in the text, then you do not rip or counter the card until the play in conjunction/Discarding by your opponent is done as that is part of the card action. In Conjunction and Cards In Play – You cannot play an “In Conjunction” card on a card already in play. Jacob Kell’s Persona Ability Clarification - Jacob Kell can have no more than five cards under his persona at any time. James Horton – Pre-Game (Xavier only use) – (TS1- 037) - Your ally cards are considered Hunters whether they are in your Hand, Discard Pile, Endurance, in play, or removed from the game. Kanis Hounds – The player Discarding does so when they decide they need to Ignore that effect Katana Guard - If you play a guard with the Katana guard, the other guard’s text is nullified Kern’s Persona Ability Clarification - If you play a special card during your turn, you cannot Exert for an attack during that turn. Kurgan Persona Power - If it says 0 damage, the persona power applies. If it says NO damage, the persona power does not. Kurgan With Custom Broadsword - The card does not give you permission to make extra Exertions. It assumes you are using the Two Handed Broadsword (since you have to be) and allows you to use the second Exertion you can make per turn modify a Power Blow you make. Master's Advantage and Persona's that Increase Restriction Numbers - If a Persona that is allowed more than the Restricted number of a card and his deck is targeted by Master's Advantage: Ramirez, he may only play that card if there are LESS than the total Restriction number normally allowed to that card that he has in play or in his Discard Pile. Example: Xavier has included 12 Poison Gas Plot cards in his deck. He has 4 Poison Gas in his Discard Pile and 2 Poison Gas in play. His opponent has Master's Advantage in play. He may not play any additional Poison Gas Plots until he reshuffles his Discard Pile into his Endurance or removes, nullifies, or ignores Master's Advantage. Master's Advantage and Persona Specific or Master Cards - Master's Advantage: Ramirez removes all Text on your opponent's Persona, but does not remove their Title, or Persona name. Therefore, your opponent may play Persona Specific cards normally allowed them, when you have Masters Advantage in play. They may also play their persona specific Master cards since the Master card limit is used only in deck construction.

Master’s Disarm Iman Fasil – This IS an Attribute Check, not an Attribute Challenge.

Page 27: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Nakano Persona Power / Kane "The Final Dimension": When duplicating an Event, it also duplicates any card played in conjunction with the Event that read "Play in conjunction with" the card being duplicated. Example - Your opponent plays Police along with Excessive Force. Because Excessive Force reads "Play in conjunction with a Police", it is also duplicated. Your opponent plays Seduce along with a middle center attack. The attack does not say "Play in conjunction", so it is NOT duplicated. Nexus and Drawing Cards - The drawing of cards in your Draw/Discard Phase is an immediate effect. You cannot Discard Nexus to reshuffle while Drawing, and then continue drawing after reshuffling. Pearl Earring - Pearl Earring can take control of a signature card. Persona Powers and Quickenings that only happen once per turn - Mako - During Your MD/MD Phase, you may Discard a special card to draw a card. Gallen - You may play an additional attack each turn if that attack is a Dirty Trick. (Note: This doesn’t restrict him to only one additional attack per turn) Marcus - During your MD/MD Phase, you may draw a card for each Object: Ally you have in play. Annie - You may play an additional attack during your turn. (Note: This doesn’t restrict her to only one additional attack per turn) Corda - During your MD/MD Phase, you may draw a card. Methos – During your May Do/Must Do Phase, you may Discard up to two cards to draw a card for each card Discarded in this way. Garrick – During your May Do/Must Do Phase, you may put one illusion from your Hand on top of your Endurance. Plots - You may only have one of each plot in play at a time, unless text specifically allows you to have multiples. When a two or three card plot is completed the effect is immediately resolved. It is considered an immediate effect and possibly a continuous effect depending on the text regardless of the cards being removed from play. Quickening (The Flock) – This quickening is intended for use during the game and not during deck construction. That is what the Pre-Game Amergan is used for. Ranged Attacks That Have Hand Icons - Whether printed on the card or not, these cards are the only ranged attacks with Hand Icons: All gridded cards titled Pistol / Grayson’s Thrown Dagger / Xavier's Gas Really? – If Really? Is removed from play while redirecting damage, neither player takes the impending damage. EXAMPLE : Player A – Plays Rush Player B - Plays Really? Player A – Sweeps Rush from play during Sweep Phase. Plays Versus (Raphael vs. Reggie) on Player B’s Really? removing it from play. Since Really? And Rush have been removed from play, the impending damage from the Rush now has no target and no one takes the damage. Reno Situation - Darius and Reno Situation - Darius is an Event and counts as one of your Events for Reno. However, you may play an Event and a second Event in conjunction with Darius even though this is now 3 Events, since Darius is played in conjunction with the second Event.

Page 28: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Richie Ryan and Darius - If Richie Ryan uses Darius: Event to use a card he is already using due to his Persona Power, he may only play 1 of that card without Darius each time through his Deck. Once Richie Exhausts or uses another card or effect to shuffle his Discard Pile into his Endurance. If one of the cards is removed from play, Richie may choose to assume that the card removed was the card brought in by Darius. Sabre and Exerting for Defenses - This effect only kicks in if you play an unsuccessful Defense. Selective Memory - If you avoid Discarding cards with this card, it does not prevent any effects which occur if you do not Discard cards. Silas Persona Ability - Edge cards count as a card played for the purposes of his ability. (Note: edges do not count as a card played for the requirements of having to either play a card or make an Exertion during your turn)

Taking What Is Mine – If multiple defenses are played in conjunction to form one defense, then all cards with those titles must be Discarded.

The Flock and Members – Flock Members are Unique, only one of each Member may be in play. The Prize - When you use The Prize, you draw up to the Hand Size you were at when you used The Prize. The Shield – If you are using the The Shield you may still attack even if it is your only weapon. They Also Serve - Unless your opponent ignores/nullifies/removes They Also Serve from play, they may not have more than one Sit/Obj/Plot/Loc in play, and may not play one to switch out the one they do have in play. The text is the way it is due to the fact that people will ignore/nullify this card, and what happens when the effects become active again. Weapon Expert - This card must be played in conjunction with the Attack/Defense it was put into your deck to use with, much like Darius: Event or Teacher Of Many.

Yung Dol Kim And The Master Of The Short Sword - YDK may play an attack as a block from an Exertion. If you have Master of the Short Sword in play, you could play a basic block as an attack from an Exertion.

Watcher - These cards depict people that are known as Watchers. They are identified by having the word Watcher in the title or sub-title of the card. The group classification of Watcher applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Watchers.

Card Errata

All Card Text (not gem assignments) in the Core Set supersede card text on their same named counterparts in the Beta Set. Alertness (4H-030) (HSFV-059) (HS4-024 DvK)– Generic – Event – 2 Play in conjunction with a dodge. That dodge can defend attacks that cannot be dodged. You may ignore any effect in play by your opponent which would prevent or restrict you from playing that dodge. You may ignore any effect in play by your opponent which would prevent that dodge from defending multiple attacks. You may ignore any cost required to play that dodge.

Page 29: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Alertness (4H-027) (HSFV-055)– Generic – Event – 2 Play in conjunction with a block. That block can defend attacks that cannot be blocked. You may ignore any effect in play by your opponent which would prevent or restrict you from playing that block. You may ignore any effect in play by your opponent which would prevent that block from defending multiple attacks. You may ignore any cost required to play that block. Alert Block (PO4-022) - Parrying Blade – Block – 2 Choose one area on the Attack Grid for this block to cover. You may play this in conjunction with another non-Standing Defense block. This defense can defend attacks that cannot be blocked. Nullify any Restriction Effects your opponent has in play which would prevent you from playing this block from your Hand. Alex Johnson – Connor MacLeod - R4 - Situation: Mortal Ally Your opponent must play with their Discard Pile face down. No player may look at that Discard, retrieve cards from it. Your opponent cannot reshuffle cards from their Discard unless they exhaust A Master's Focus – Nakano – Edge - S4 Play during your May Do/Must Do Phase. You may play a Special card after using your Persona Power this turn. If your opponent played more than one Event last turn, you may use your Nakano Persona Power once for each Event. Amergan - Event Play in conjunction with a Weapon of Choice Non-Special Attack that cannot be a Power Blow. That attack is now a Power Blow and does 3 damage. That attack cannot be a Head Shot. Arms and Tactics (HtG #187) You may remove this card from the game to shuffle your Discard Pile into your Endurance. Arms and Tactics – Pre-Game (HTG-195) You may remove this card from the game to add 3 of any attribute to one attribute check or attribute challenge. Arms and Tactics (HtG #197) You may remove this card from the game to play defenses against multiple attacks, even if there are cards preventing you from doing so.

Auberon’s Blade (LG2-020) – Kalas – S2 – Object Hilt This card belongs to Kalas, not Antonius Kalas

Bait and Switch (G01-008) – Edge Play in conjunction with a defense. Nullify any Restriction effects your opponent has in play which would prevent you form playing that defense. Basic Attack - Thrust (non promo) If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. This attack does an additional point of damage Basic Attack – 1 – Upper Center Attack (promo) If you do not play a Special Card this turn, you may make a Hard Exertion to make this attack a Head Shot.

Page 30: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Bear Attack (HS3-166) - May Ling Shen - Special Attack - R2 This attack can only be played if you have Bear Style in play. You may play this attack even if you are disarmed. Your opponent must Discard a dodge to play a dodge from their Hand to defend this attack. Bear Attack (HS3- 167) - May Ling Shen - Special Attack - R2 This attack can only be played if you have Bear Style in play. You may play this attack even if you are disarmed. Your opponent must Discard a block to play a block from their Hand to defend this attack. Berserk (HS1-191) - Slan Quince -S2 – Event Play in place of an attack. You may make a ten-card Hard Exertion. You may play up to 10 Non-Special attacks from that Exertion and your Hand. You may make multiple Power Blows this turn. Dodges will not avoid multiple attacks you play this turn. Lose Two Ability. Blood Eagle (HS4-046 DvK) - Kanwulf - Event - R4 You may play an additional attack this turn. Your non ranged attacks do an additional point of damage. Your opponent's Maximum Hand Size is reduced by one during their next turn for each attack you play this turn (maximum 3). Bloodlust - Kurgan - R2 - Event Play in place of an attack. Make a 15 card Hard-Exertion. You may play up to 15 Non-Special Attacks from that Exertion and your Hand. These attacks are reduced to one damage.Dodges will not avoid multiple attacks you play this turn. Lose two Ability. Break Weapon – Gladius – Event (HSFV-179) Play in conjunction with a card That has the word “Disarm” in the title. If your opponent is successfully Disarmed, their weapon is broken.

Bring It … - (LG2-016) – The Flock – S2 – EVENT In order for your opponent to use the upside of their Weapon(s) of Choice Pregame, they must make a three card Hard Exertion for each weapon they want to use. Your opponent gains additional Hard Exertion(s) to be used only in this way. Capacity for Hate (HN13-107) - Faith - EVENT - R4 You may only play this card if your opponent has more cards in their Hand than you do. Randomly Discard a card from your opponents Hand until their Hand matches your Maximum Hand Size. Cautious Advance (V01-056) - Situation: Standing Defense – 2 Cost: If your opponent is Prone, they must spend a Defense or choose to lose one Ability to play the first card from their Hand during each of their turns. Chainsaw – Pre-Game Your opponent's maximum ability is decreased by one for each point of damage dealt that was not prevented or reduced by non-ranged attacks you play. You must make an unmodified Hard Exertion to play a dodge from your Hand. Combination (HTG-162) - Yung Dol Kim – Event – Signatured You may play an additional attack this turn. You may play another Special Card this turn. You may only play one Combination per turn.

Page 31: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Concentration (G01-009) – Edge Play during your May Do/Must Do Phase. For the remainder of your turn, any Restriction Effects your opponent has in play which would prevent you from playing any special card(s) are nullified. Conqueror's Hilt - Martin Hyde - Object - S2 You may only include this card in your deck if you are using the English Longsword Weapon of Choice. Your opponent must Discard a Master card to play a Master Card from their Hand. Dirty Trick – 2 – Upper Center Attack Bloodied Nose: This attack cannot be blocked. This attack does no damage. This attack cannot be a Power Blow. If this attack is successful, your opponent must Discard the top card of their Endurance for each card they have in their Hand. Dirty Trick (HS4-035) – Generic – ATTACK - Leg Sweep: This attack cannot be blocked. This attack does no damage. This attack cannot be a Power Blow. You may play this attack even if disarmed. If this attack is successful, your next attack this turn cannot be blocked or dodged if it is not a Power Blow. Disarming Innuendos - (RVR019) Should be a SITUATION Icon, not an EVENT. Disarming Innuendos - (RVR058) Should be a SITUATION Icon, not an EVENT. Disgruntled Mortal (HTG-202) - Situation: CUMULATIVE: Bystander BURN: Your opponent must Discard the top card of their Endurance during each of their May Do/Must Do Phases. Divine Intervention (HS3P-001) - EDGE Play during your May Do/Must Do Phase. Choose one Pre-Game that is not a Weapon Of Choice or Persona. You may Nullify that Pre-Game while this card is in play. Do It Yourself (all versions) S2 - General Katana - EVENT You may only play this card if your opponent has in play any non-Location effect(s) to cause you non-attack damage pending this turn. Prevent all damage from those effects. You opponent takes damage equal to all damage prevented by this card. Dr. Paul Wilder (G02-010) - Event: Mortal Ally – 2 – (Bugged) Your opponent's Ability at the end of their next Ability Adjustment Phase is now their Maximum Ability. If your opponent gained Ability during their last turn, they lose two Ability. Dueling Dagger – (P04-023) – 4 - Parrying Blade - Situation SITUATION: STANDING DEFENSE: CUMULATIVE Choose one: REVEAL: If your opponent did not play an attack during their last turn, you may look at their hand during your May Do/Must Do Phase. OR DISCARD: During your May Do/Must Do Phase, you may randomly Discard one card from your opponent’s Hand. English Longsword (All generic and generic +1 versions) – 1 Hand Icon Nullify the text on Evades that you play. You may not include Counters in your deck.

Page 32: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

En Guarde - Octavio Consone - Edge - R4 Retrieve: Discard this card before the game begins. Your opponent may choose to play cards first this game. If they choose to go first, you may search your Endurance for any two cards and retrieve them to your Hand. You may only Discard one En Guarde. Play in conjunction with an attack. Dodges will not avoid multiple attacks you play this turn. Extended Blade - General Katana - S2- Object You may only include this card in your deck if you are using the Two Handed Broadsword Weapon of Choice. You may play non-special attacks after playing a Back Away. Extra Shot (HN13-112) - Faith - EDGE - Play in conjunction with an attack. That attack may be played as an additional attack this turn. You may only play one Extra Shot this turn. Extra Shot (HS1-119) - Amanda – Event You may play and additional attack this turn. Your opponent must Discard a card from their Hand for each attack you play this turn (maximum of 3). Extra Shot (HS2-104) – Mako – Edge Play in conjunction with an attack. You may play an additional attack this turn. You may only play one Extra Shot this turn. Extra Weapon (all versions) - OBJECT TRIGGER: You may discard this card from play to recover your weapon if that weapon is Disarmed or broken. Fabulous Freebirds – Situation Mortal: Ally Your Dirty Tricks do one damage. You may only have one Fabulous Freebirds in play. Femme Fatale (HN13-113) - Faith - SPECIAL ATTACK Your opponent must Discard a defense to play a defense from their Hand against this attack. Follow Up (4H-068) – Generic – Special Attack If you played a card titled Disarm this turn, you may play this as an additional attack and it cannot be dodged. You may only play one Follow Up this turn.

Great Weakness (HS3175) – May Ling Shen – ATTACK: MARTIAL ARTS – 1/3 DRAW: You may Draw a card. Guardian - Kenny Ross - S2 - Situation: Immortal Ally (HS3-140) You may Discard this Guardian from play to reshuffle your Discard Pile into your Endurance. If you do, remove this card from the game. You may have multiple Guardians in play. Guillotine- Object You may search your Discard Pile for one card with Head Shot in the title, and put it into your Hand. If you do, during your next Sweep Phase remove both of these cards from the game. Hand Axe (Pre-Game FOIL Duncan vs. Kanwulf) - Off Hand Icon You must be Kanwulf to use this Weapon Of Choice. You may include this with another One-Handed Weapon of Choice. You may play multiple Basic Blocks in conjunction with one another. If you do, they form one Basic Block. Your blocks cannot defend multiple

attacks. (Note: This is the premium which has the + + + )

Page 33: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Holy Ground (HSFV-096) – 3 – Event Avoid all attacks this turn. Skip your attack Phase. Remove the top three cards of your Endurance from the game. Hound - 8PP02 Add a Diamond Icon Hunter- (AKA Hunter Prone) (all versions) - 2 – Situation -Toughness Your opponent is Prone. Your opponent's Attribute Checks to regain their feet are decreased by one. If your opponent regains their feet, remove this card from play. If your opponent removes this card from play, they regain their feet. If your opponent regains their feet while this card is nullified, this card is not removed from play in this case. Improvised Weapon (HS1-231) – Zachary Blaine You may play this attack even if you are disarmed. This attack does 0 damage. This attack cannot be blocked. You may play an additional attack this turn. If this attack is successful, your next attack cannot be dodged. You may only play one Improvised Weapon this turn. Kanwulf (HS4-104 and any Kanwulf Premium or Quickening with any of these abilities) - PERSONA - During your turn, you may Discard up to three cards containing at

least one , or from your Hand. For each , you may play an additional attack this

turn. For each , you may add a point of damage to a non-Ranged Attack you played this

turn. For each , your opponents Maximum Hand Size is decreased by one during their next turn. Katana (SFV) – Two-Handed Stance – Situation – One Hand Icon If you play at least one attack during your turn, your opponent cannot play more attacks than you did during their next turn. This is a Standing Defense. Kick (TS1-028) – Duncan – Special Attack You may play this attack even if you are disarmed. This attack cannot be blocked. This attack does one damage. If this attack is successful, your next attack this turn cannot be blocked. You may play an additional attack this turn. You may only play one Kick this turn. Kit O’Brady Persona – (HS4-124) Whenever you make a successful Threshold Attribute Check or win an Attribute Challenge, you may take one card from that Exertion and put it in your hand. Kurgan Persona – (HTG-180) Your non-ranged attacks do an additional point of damage. During your May Do/Must Do Phase, you may Discard one (S) from your Hand for each location in play to ignore one location in play for the remainder of your turn. Kyala Premium (HSFV-267) (History) Kyala was found by Marcus with a spear through the heart. Marcus took her under his wing and trained her to be a perfect assassin. He, of course, left out of her training what it means to be an immortal. Until she can escape her capture, she will never know. Labyrinth – Location No player can look at another player's Hand.

Page 34: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Leg Sweep (HN13-044 CvD) (TS1-029) (HS1-138) – Duncan – Special Attack You may play this attack even if you are disarmed. This attack cannot be blocked and does 0 damage. You may play an additional attack this turn. If this attack is successful, your next attack this turn cannot be dodged. You may only play one Leg Sweep this turn. Luck Vs. Skill (HSFV-113)– Event: Attribute Challenge Play in place of an attack. Both players must make a Soft Exertion for Strength. The loser must immediately Discard one defense from their Hand for each Strength in their opponents check. Masters Attack (HTG-255) - General Katana – Special Attack – R2 If your opponent has a Plot in play, this attack cannot be blocked. If your opponent has a Situation in play, this attack cannot be dodged. This attack may be a Power Blow. This attack may be made a Head Shot. Master's Attack (HS3-176) - May Ling Shen - Special Attack - R4 You may only play this attack if you have a Bear Attack or Master's Block in play. You may play this attack even if you are disarmed. You may play this as an additional attack. Defenses will not block or avoid multiple Martial Attacks you play. Your opponent must Discard a block and a dodge from their Hand to play a defense from their Hand to defend this attack. Master’s Disarm (HN13-088) - Connor Macleod– R2 – Event Play during your defense Phase. You may only play this card if you are disarmed, your opponent is armed, and you have an attack pending. Avoid the last attack your opponent played. Your opponent is now disarmed and you recover your weapon. If your weapon was broken, your opponent’s weapon is now broken. If your first attack this turn is an upper attack and can be made a head shot, it is a head shot. Master’s Disarm (HN13-202) – Nakano - R2 – Event Play during your defense Phase. You may only play this card if you are disarmed, your opponent is armed, and you have an attack pending. Avoid the last attack your opponent played. Your opponent is now disarmed and you recover your weapon. If your weapon was broken, your opponent’s weapon is now broken. If your first attack this turn is an upper attack and can be made a head shot, it is a head shot. Master Thief – Zachary Blaine - S2 - Event Discard any number of cards from your Hand. Your opponent must Discard an equal number of cards from their Hand. Mercenary Henchmen - Xavier St. Cloud - R2 – Event Your opponent takes three damage. Your opponent may make a Soft Exertion to prevent one damage for every Agility or Reason found in that Exertion. Middle Left Attack (HS3-233) - Broad-Bladed Spear - Basic Attack – 000/X00/000 This attack does an additional point of damage. If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow. Middle Right Attack (HS3-234) - Broad-Bladed Spear - Basic Attack – 000/00X/000 This attack does an additional point of damage. If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow.

Page 35: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Mimes (HTG-276) - Situation: Bystander TRIGGER: If your opponent drew cards before their Draw/Discard Phase last turn, you may Discard this card from play to draw that many cards during your turn. Mongol Horde – (LG2-024) – Khabul Khan – S2 – Object: Mortal Ally This card belongs to Khabul Khan, not Kabul Khan Off Hand Block – (7PP03) – 2 BLOCK: MARTIAL ARTS RETRIEVE: You may Retrieve one Martial Arts card from your Endurance. Off-Hand Strike (HS3051) ATTACK: MARTIAL ARTS – 2/4 You may play this attack even if you are Disarmed. Off-Hand Strike (HS3052) ATTACK: MARTIAL ARTS – 2/4 You may play this attack even if you are Disarmed. Persistence (LG1-010) – Graham Ashe – EDGE - S2 - Agility This card may be played after you play a Master's Attack or a Slash. If the attack is unsuccessful, take this card back to your Hand and nullify one Situation, Object, or Location in play until the end of your next turn. Pickpocket (HS1-123) – Amanda – Special Attack This attack cannot be blocked and does 0 damage. You may play this attack even if you are disarmed. If successful, you may look at your opponent’s Hand and Discard one card found there. If that card is an Object, you may instead put it into play under your control. Pistol (MC) - R2 - Ranged Attack – One Hand Icon This attack may be played even if Disarmed. This attack does 1 damage. Pommel (TS1-032) – Duncan – Special Attack You may play this attack as an additional attack if the last defense you played this turn was an Evade: Escape. You may play this attack even if you are disarmed. This attack cannot be blocked. This attack does 0 damage. You may play an additional attack this turn. You may only play one Pommel this turn. Protected Resources (HSFV-134) - 2 – Situation You may ignore any effect by your opponent that would force you to Discard cards from your Hand or off the top of your Endurance. Your opponent cannot Discard cards from your Hand or your Endurance. This card has no effect towards paying a cost to play a card(s). Protector of the Stone – (HS2-266) – R - Rebecca Horne - Event DRAW: You may Draw a card for each Crystal you have in your Pregame (Maximum 3). You may play an additional Special Card this turn. You may only play one Protector of the Stone per turn. Quick Slash (HS4-260) – Single Handed Broadsword – 4 This attack may be played as an additional attack. This attack cannot be a Power Blow. You may only play one Quick Slash this turn. Season Two Basic Block Cards You may make a Hard Exertion to make this block a Power Block.

Page 36: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Slash (HS3-245) - Mongolian Broadsword – Attack – 00X/00X/00X If this attack is played from under the Mongolian Broadsword Weapon of Choice, it may be played as an additional attack. This attack cannot be a Power Blow. Slash (HS3-246) - Mongolian Broadsword – Attack – X00/X00/X00 If this attack is played from under the Mongolian Broadsword Weapon of Choice, it may be played as an additional attack. This attack cannot be a Power Blow. Swords to Snakes (HM3-207) – Nakano – S - ILLUSION Your opponent is considered Disarmed while this card is in play. Tackle (HN13-104) – Duncan – Special Attack This attack does 0 damage. You may play this attack after a Back Away. You may attack normally after the Back Away this turn. You may play an additional attack this turn. You may only play one Tackle this turn. Talia Bauer Q - Should be Q2015-006 instead of Q2015-004 Teacher of Many - (Diamond Icon) - All versions The Final Dimension (HN13-001PP) - PLOT - 2 Once during your turn, you may play an Illusion from a Soft Exertion. The Master Plan - Xavier St. Cloud - Edge - S4 Play in conjunction with a plot. You may play an additional plot this turn. You may only play one The Master Plan per turn.

Tipping The Odds – Crysta Van Pelt - CVK024 – EDGE -S3 Play at the beginning of your Defense Phase Choose one: -Nullify one Restriction your opponent has in play preventing you from playing a defense from you hand. -DISCARD: Discard a card from under your Crysta Persona to make one defense you play this turn able to defend an unblockable or undodgeable attack(s). Trench Coat (HN13-068) – Object Trigger: Discard this card from play to remove one Pedestrian, Bystander, or Reporter from play; or to counter one Pedestrian, Bystander, or Reporter as it is played or put into play. Trip (HTG-165) - Yung Dol Kim – Event – Signatured Remove all Standing Defenses your opponent has in play. You may play another Special Card this turn. You may only play one Trip per turn. TSC Headquarters (HTG-214) – Location (RETURN TO ORIGINAL WORDING) No locations may be put into play. TSC Troopers (HTG-215) - Situation: Pedestrian Play on an opponent's Situation in play. Keep TSC Troopers with that Situation. You may ignore the effects of that Situation. Unlimited Resources - Grayson - R2 - Edge Play in conjunction with a Risk Management situation. You may play an additional Risk Management this turn.

Page 37: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Upper Center Block – (RVR050) Should be RVR050, not BVK011 Vengeance – Colin MacLeod – R4 – Event You may only play this card if your opponent removed one of your allies from play during their last turn. Play in conjunction with a non-special attack. That attack cannot be blocked or dodged. Waiting to Strike (4H-123) – Edge - 2 (Bugged) Play in conjunction with a special card. You may play an additional Event this turn. You may only play or put into play two Special cards this turn. Skip your Attack Phase. Watcher (HN13-221) – Situation – 2 Your cards cannot be nullified during your turn by your opponent. Weapon Lock- Single Handed Broadsword- Edge- R4 Play in conjunction with a block. Retrieve up to three basic attacks from your Discard Pile and put them into your Hand. You may not play any attacks this turn. Woman Scorned - Kristin Gilles – Event – R2 You may only play this card if your opponent played an attack last turn. Play in place of an attack. You may play up to three basic attacks from your Hand this turn. Defenses will not block or avoid multiple attacks you play this turn.

Effect Classification List for 2ed Cards

Burn

HS3-216 - Benefit of Inexperience

4H-243 - Chop

4H-244 - Chop

HS4-019 DvK - Clan Chieftain

HS4-060 - Containing the Evil

HTG-031 - Dirty Trick

HSFV-074 - Dirty Trick

HS1-163 - Extra Shot

HS1-241 - Great Sword

4H-241 - Great Sword

4H-287 - Great Sword

4H-288 - Great Sword

HS4-056 DvK - Great Sword

HSFV-104 - Lab Director

HSFV-114 - Luck vs Skill

4H-170 - Master of the Horsemen

HS1-166 - Master's Attack

HS1-167 - Master's Block

HS4-149 - Master's Manipulation

4H-173 - Merciless

HS4-152 - Obsession

HS2-150 - Petty Thief

HSFV-236 - Physical Dominance

HS2-151 - Pressed Advantage

4H-102 - Rhesus Virus

HS1-168 - Risk Management

HS1-169 - Risk Management

HS1-170 - Risk Management

HSFV-025 - Search for Vengeance

HS1-171 - Sinuous Blade

HS2-154 - Stunt Bike

4H-116 - Test of Fortitude

4H-120 - Test of Wits

4H-024 - The Bronze Age

HS2-155 - The Darkness

4H-265 - The Face of Pestilence

HS2-049 - The Ring

HS3-057 - Town Square

HS3-217 - Tricks of My Own

HSFV-258 - Trip

4H-180 - True Use of Terror

Page 38: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

HSFV-176 - Virus

HS4-193 - You're a Coward

Cost

HS1-225 - …and the Tiger

HM3-229 - At Arm's Length

HS3-166 - Bear Attack

HS3-167 - Bear Attack

HS1-030 - Carl's Forest

HSFV-070 - Chest Wound

HM3-072 - Chieftain's Claymore

HS2-117 - Conqueror's Hilt

HS3-200 - Counter

HS3-201 - Counter

HS1-032 - Detective Thomas Powell

HM3-109 - Dirty Trick

HS2-260 - En Garde

HTG-135 - Extra Shot

HM3-106 - Faith

HM3-113 - Femme Fatale

HTG-239 - Flying Machine

HS2-075 - Follow-up

HS4-034 DvK - Follow-up

4H-245 - Great Cleave

HS4-090 - Hound

HS4-091 - Hound

HS4-092 - Hound

HM3-114 - Immortal Revenge

HS3-131 - Kenny Ross

HTG-143 - Lion-Head Hilt

HS1-107 - Master of the Broadsword

HSFV-117 - Master Swordplay

HSFV-118 - Master's Advance

HS3-176 - Master's Attack

HSFV-047 - Master's Attack

HS2-137 - Master's Manipulation

HS3-179 - Nomad's Blade

HS1-199 - Over-Extended Attack

HTGQ-014 - Quickening

HTGQ-043 - Quickening

HTGQ-054 - Quickening

HTG-181 - Ramirez

HS2-224 - Ruins

HS2-267 - Saint Anne's Broadsword

HS4-020 - Season Four

HTG-277 - Short Sword

HS3-247 - Short Sword

HS3-276 - Short Sword

HS3-243 - Skilled Assault

TS2-056 - Skull Helmet

HTG-155 - Skull Helmet

HSFV-238 - Steel Grip

HM3-065 - Street Crowd

HS2-269 - Trip

HM3-121 - Trip

TS2-036 - War Banner

HTG-051 - War Banner

HSFV-177 - War Banner

HS3-058 - We Never Interfere

Trigger

HS4-158 - Alexa Bond

HS4-029 - Anthony Gieger

HS1-252 - Arms and Tactics

HS2-188 - Arms and Tactics

HS2-189 - Arms and Tactics

HTG-187 - Arms and Tactics

HTG-195 - Arms and Tactics

HTG-196 - Arms and Tactics

HS4-105 - Blindside Shield

HS4-045 DvK - Blindside Shield

HS4-086 - Bo Staff

HSFV-224 - Bonfire

HS2-101 - Bounty

TS2-019 - Brenda Wyatt

HS3-031 - Burn Him!!!

HSFV-242 - Centurion

Page 39: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Trigger Continued … HSFV-246 - Centurion

HSFV-247 - Centurion

4H-044 - Challenge Refused

HSFVP-02 - Challenge Refused

HS2-029 - Charlie DeSalvo

HS3-152 - Controlled Rage

HS3-153 - Controlled Rage

HTG-248 - Corda

HSFV-072 - Cursed

HSFV-040 - Dahlia

HS1-180 - Darius

HS2-191 - Darius

HTG-200 - David Blake

HSFV-077 - Doc Byrnes

HS1-181 - Duncan MacLeod

HS2-053 - Duncan MacLeod

HS2-145 - Duncan MacLeod

HSFV-078 - Empathy

HS2-103 - Evidence

HS2-198 - Explosive Device

HS3-190 - Fight Another Day

HTG-264 - Flask

4H-168 - Foresight

HS3-089 - Gargoyle

HS4-109 - Grave Robbing

HS3-140 - Guardian

HS3-141 - Guardian

HS1-041 - Guillotine

HM3-250 - Hidden Holster

HS3PP-004 - Hideo Koto

HM3-045 - Hot Dog Vendor

4H-215 - Hunter

4H-216 - Hunter

HS4-202 - I'm Here to Help You

4H-078 - Interference

HSFV-103 - Joe

HS2-041 - Joe Dawson

HM3-095 - Kate

HSFV-252 - Kyala

HS3-125 - LeBaron

HS2-270 - Lesson Learned

HSFV-214 - Lord and Master

HTG-207 - Louise Marcus

HSFV-046 - Loyal Clansman

HS4-021 DvK - Loyal Clansman

HS2-045 - Master's Stamina

4H-193 - Methos?

HTG-276 - Mimes

HTG-047 - Murdock

HS2-112 - Pistol

HS1-216 - Plan Ahead

TS1-054 - Plan Ahead

HM3-090 - Porsche

HSFV-132 - Practice…Practice…

HS2-161 - Press the Attack

HS2-152 - Quick Learner

TS2-024 - Ramirez

HTG-105 - Ramirez

HS3-210 - Recreational Vehicle

HTG-269 - Relentless Pursuit

HTG-257 - Reno

HS3-211 - Rita Luce

HS4-050 DvK - Sacrifice

HS4-115 - Sacrifice

HSFV-145 - Sergeant Franks

HS4-116 - Strength of Einherjar

HS4-117 - Strength of Einherjar

HS4-051 DvK - Strenght of Einherjar

HS3-264 - Strong Grip

HS2-154 - Stunt Bike

HS3-081 - T-Bird

HSFV-157 - Tank

HSFV-263 - The Gathering

HS1-262 - The Gathering

HS1-263 - The Gathering

HS2-276 - The Gathering

HS2-277 - The Gathering

Page 40: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Trigger Continued … 4H-277 - The Gathering

HTG-279 - The Gathering

HTG-280 - The Gathering

HSFV-262 The Gathering

4H-195 - The Gift

HS2-227 - The Watcher Chronicles

HS4-215 - Watcher Assignment

4H-219 - Watcher

4H-220 - Watcher

HM3-222 - Watcher

HM3-071 - Willpower

HM3-156 - Worst Nightmare

HS4-176 - Xavier St. Cloud

Reveal

4H-039 - Attack Me!

HS4-032 - Reveal

TS2-050 - Dirty Trick

HS2-071 - Dirty Trick

HS4-127 - Double Eagle

HM3-017 - End Game

HM3-018 - End Game

HS1-148 - Extra Shot

4H-132 - Famine

HS1-239 - Felice Martin

HS2-215 - Gypsy

HS2-217 - Gypsy

HM3-098 - Hand-to-Hand

HM3-162 - Hand-to-Hand

HS2-076 - Hitman for Hire

HS3-121 - Immortal Research

HS3-191 - Immortal Research

HS3-039 KvM - Immortal Research

HS4-134 - Luck of the Draw

HS1-152 - Master Seductress

HS2-046 - Maurice

HSFV-103 - Joe

HM3-045 CvD - Meditation

HS4-138 - Misdirection

HM3-117 - Numbing Sameness

HS4-045 - Peeping Tom

HS2-150 - Petty Thief

HS2-138 - Pharoah's Daughter

HS1-123 - Pickpocket

HSFV-133 - Presence of an Immortal

HTGQ-004 - Quickening

HTGQ-059 - Quickening

HTGQ-070 - Quickening

HS3-212 - Scouted Prey

HS3-213 - Scouted Prey

HS4-197 - Sean Burns

HS1-021 - Season One

HM3-119 - Seduce

4H-144 - Seer

HS3-096 - Shadow of the Mind

HTG-243 - Space Goggles

HTG-244 - Space Goggles

4H-228 - Stab

4H-229 - Stab

HS1-125 - Steal

HS1-235 - Steal

HM3-208 - The Sorcerer

HS3-214 - They Also Serve

HS3-163 - Trip

HS1-158 - Trip

HS3-225 - Watcher

HM3-224 - Watcher

HM3-225 - Watcher

HM3-226 - Watcher

HM3-227 - Watcher

HS3-122 - Insurance

HM3-174 - Kane

Retrieve

HS4-026 - Advance Warning

HS2-06P - Advance Warning

HSFVP-01 - Advance Warning

HM3-029 - Alex Johnson

Page 41: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Retreive continued … TS1-022 - Alliance

HS1-029 - Antique Shop

HTG-187 - Arms and Tactics

HTG-124 - Back Against the Wall

HTG-038 - Belligerent Attack

4H-126 - Berserk

HS4-105 - Blindside Shield

HS4-045 DvK - Blindside Shield

HSFV-224 - Bonfire

HS2-101 - Bounty

HTG-054 - Brenda Wyatt

4H-043 - Brotherhood

HS1-160 - Business As Usual

HS1-193 - Ciao Baby!

HS3-169 - Combination

4H-224 - Combination

HM3-158 - Combination

HS4-060 - Containing the Evil

HS3-152 - Controlled Rage

HS3-153 - Controlled Rage

HS4-181 - Counter Attack

HS2-144 - Counter

HS4-126 - Counter

HM3-126 - Counter

HS1-179 - Counter

HTG-166 - Cutting Room Floor

HS2-191 - Darius

HSFV-209 - Deadly Intent

HSFV-073 - Dirty Trick

HTG-203 - Dr. Alan Neyman

HSFV-042 - Eternal Love

4H-131 - Extra Shot

HS2-060 - Extra Shot

HS2-239 - Extra Shot

HS3-072 - Extra Shot

HTG-088 - Feint

HS3-050 KvM - Fight Another Day

HSFV-082 - Fight for Freedom

HSFV-083 - Fight for Freedom

HS3-205 - Five Finger Dance

4H-168 - Foresight

HS3-120 - Forgery

HS3-089 - Gargoyle

HS3-140 - Guardian

HS3-141 - Guardian

HS1-041 - Guillotine

TS2-020 - Heather MacLeod

HTG-097 - Heather MacLeod

4H-204 - Hew

HTG-020 - Highlander

HS1-135 - Honor Bound

HS4-065 - Hunter

HS2-231 - Hunter

TS2-052 - I am But a Worm

TS2-021 - I am Connor MacLeod

HTG-101 - I am Connor MacLeod

HM3-099 - I am Duncan MacLeod

HS4-164 - Inheritance

HS4-165 - Inheritance

HS2-04P - Insignificant Threat

HS2-180 - Joe Dawson

TS1-043 - Joe Dawson

HS4-039 - Juanita

HS4-093 - Leader of the Pack

4H-020 - Lean and Mean

HS2-078 - Leather Bound Hilt

HM3-192 - Lecture

HS4-040 - Lenui Inn

HS2-147 - Luck

HSFV-233 - Madness

HS2-181 - Mako

HS1-100 - Master of the Sabre

HTG-091 - Master of the Wakizashi

HS4-112 - Master's Attack

4H-137 - Master's Attack

HS2-065 - Master's Attack

HS2-066 - Master's Attack

Page 42: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Retrieve Continued … 4H-081 - Master's Dodge

HS1-122 - Master's Dodge

HS3-074 - Master's Dodge

HS1-049 - Master's Domain

4H-268 - Master's Endurance

HSFV-235 - Master's Endurance

HM3-101 - Master's Persistence

HTG-268 - Measure of Life

4H-173 - Merciless

HS3-044 - Morgue

HM3-050 - Narc

TS1-058 - Necessary Evil

HTGP-04 - Nexus

HS3-127 - Nino

HS4-113 - Odin's Wrath

HS4-048 DvK - Odin's Wrath

HS4-257 - On the Offensive

HS4-080 - One Minute to Midnight

HS4-084 - Passion and Persistence

4H-175 - Pestilence's Hand

HS1-219 - Poison Gas

TS1-057 - Poison Gas

HM3-090 - Porsche

HS2-161 - Press the Attack

4H-092 - Primitive Village

HS2-152 - Quick Learner

HS1-092 - Quick Parry

HS1-093 - Quick Parry

HS1-110 - Quick Parry

HS1-111 - Quick Parry

HS2-162 - Quick Parry

HS2-163 - Quick Parry

4H-302 - Quickening

HS3-210 - Recreational Vehicle

HTG-270 - Remembrance

4H-272 - Reposition

HSFV-257 - Rome is in the Heart

4H-139 - Sadistic Pleasure

HS2-025 - Season Two

HTG-271 - Second Wind

HS4-159 - Secret Identity

HM3-188 - Senghi Khan

HM3-120 - Sentimental Necklace

4H-156 - Silas

4H-198 - Silas

HM3-171 - Steel Polearm

HM3-153 - Supernatural Strike

HS3-081 - T-Bird

4H-113 - Test of Agility

4H-115 - Test of Charisma

HSFV-162 - Test of Fortitude

HSFV-163 - Test of Fortitude

4H-117 - Test of Fortitude

4H-119 - Test of Strength

HSFV-166 - Test of Wits

4H-121 - Test of Wits

4H-023 - The Bronze Age

4H-025 - The Bronze Age

HS1-060 - The Circus

4H-160 - The Four Horsemen

HS1-262 - The Gathering

HS2-276 - The Gathering

HTG-280 - The Gathering

HSFV-262 The Gathering

4H-195 - The Gift

HS3-094 - The Nightman Cometh

HS4-168 - The Protégé's Plan

HS2-227 - The Watcher Chronicles

HTG-213 - Time Portal

HS2-248 - Trip

HS3-147 - Trip

HS3-181 - Trip

HS1-188 - Trip

TS1-042 - Unholy

HS4-119 - Unquestioned Faith

HS4-053 DvK - Unquestioned Faith

HM3-173 - Viper Strike

Page 43: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Retrieve Continued … HS4-215 - Watcher Assignment

HS2-228 - Watcher Headquarters

HS3-222 - Watcher

HS3-226 - Watcher

HS4-223 - Watcher

HS2-273 - Watcher

HS1-112 - Weapon Lock

HM3-139 - Winston

Draw

HM3-141 - 400 Year Quest

4H-126 - Berserk

HS2-056 - Bloodied Pommel

HS1-176 - Cavalier Hat

HTG-273 - Corda

HS3-254 - Defensive Positioning

HTG-171 - Director's Cut

4H-058 - Even the Odds

HS4-025 DvK - Even the Odds

HM3-019 CvD - Even the Odds

HS2-07P - Even the Odds

HS4-228 - Fast Draw

HM3-190 - Fight Another Day

HS4-036 - Force of Will

HS3-175 - Great Weakness

HS4-076 - Gypsy

HS1-042 - Henry the Lion Tamer

HM3-045 - Hot Dog Vendor

HM3-130 - I'm Gonna Cut You!

HS4-123 - Innocent Look

HSFV-044 - Inspiration

HTG-254 - Ironside

HS3-192 - Ivanhoe Longsword

HSFV-187 - Kanzashi

HS1-120 - Lady and…

HS1-025 - Lean and Mean

HS3-020 KvM - Lean and Mean

HS4-025 - Lean and Mean

HTG-022 - Lean and Mean

HSFV-046 - Loyal Clansman

HS4-021 DvK - Loyal Clansman

HS2-181 - Mako

HSFV-241 - Marcus Octavius

4H-237 - Master of the Longsword

4H-191 - Master's Manipulation

HSFV-125 - Master's Strategem

HS3-165 - May-Ling Shen

HS3-182 - Methos

4H-154 - Methos

4H-161 - Methos

HS3-060 KvM - Methos

HM3-102 - Methos

HTG-276 - Mimes

HS4-160 - Morgan d'Estaing

HM3-256 - Naginata

HS3-046 - Nomad Camp

HS3-209 - Pampered

HS3-054 KvM - Pampered

HTG-167 - Patience

HSFV-130 - Patience

HM3-054 - Prepared Attack

HM3-055 - Prepared Attack

HM3-056 - Prepared Defense

HM3-057 - Prepared Defense

HS2-266 - Protector of the Stone

HTGQ-019 - Quickening

HTGQ-026 - Quickening

HTGQ-046 - Quickening

HTGQ-047 - Quickening

HTGQ-068 - Quickening

4H-301 - Quickening

HS3-056 - Spirit Walk

4H-230 - Surprise Attack

HS4-253 - Swashbuckler

HS3-078 - Take Back the Night

HS1-143 - The Highlander

TS1-020 - The Highlander

HM3-043 - The Highlands

Page 44: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Draw Continued … HS4-027 DvK - The Highlands

HS1-264 - The Prize

HS2-09P - The Tong

4H-162 - Together Again

HS3-079 - Trip

HS4-103 - Trip

4H-141 - Trip

HM3-172 - Trip

4H-180 - True Use of Terror

HS4-03PP - Upper Left Attack

HS4-04PP - Upper Right Block

HS2-165 - Watcher

HS3-221 - Watcher

Discard

HS1-237 - Amanda

HS2-256 - Amanda

HSFV-037 - Amergan

HSFV-064 - Ancient Battlefield

HS4-029 - Anthony Gieger

HS3-114 - Kalas

TS2-029 - Battlefield

HTG-037 - Battlefield

HS4-198 - Calming Speech

HM3-107 - Capacity For Hate

HTG-030 - Cat and Mouse

HTG-198 - Cat and Mouse

HTG-199 - Cat and Mouse

HS3-172 - Crane Attack

HS1-098 - Cutting Edge

HS3-028 KvM - Dirty Trick

TS2-050 - Dirty Trick

HTG-201 - Dirty Trick

HM3-036 - Dirty Trick

HS2-071 - Dirty Trick

HS3-034 - Dirty Trick

HS4-146 - Duchess' Hilt

HS4-182 - Duelist

HS2-053 - Duncan MacLeod

HSFV-078 - Empathy

4H-143 - Enchanted Voice

HS2-103 - Evidence

HS1-119 - Extra Shot

HS4-074 - Eye For An Eye

4H-132 - Famine

HS3-087 - Fighting Shadows

HS3-088 - Fighting Shadows

HS4-130 - Five Card Stud

4H-167 - Follow-up

HS1-213 - Gas Cannister

TS1-050 - Gas Cannister

HS3-206 - Gaspar's Broadsword

HS3-060 - Good Intentions

HS1-164 - Gothic Warlord

HS2-094 - Hunter

TS1-038 - Hunter

HS2-096 - Hunter

HS3-034 KvM - Hunter

HM3-191 - Inside Job

HSFV-102 - Interference

HS4-194 - Keeper of Its Secrets

HS2-173 - Last Supper

HSFV-112 - Luck vs Skill

HSFV-113 - Luck vs Skill

HSFV-115 - Luck vs Skill

HS2-064 - Master for the Cause

4H-225 - Master of the Cutlass

HS3-255 - Master of the Short Sword

HS1-121 - Master Thief

HS1-232 - Master Thief

HS3-177 - Master's Attack

HS2-122 - Master's Block

HS1-154 - Master's Deception

4H-138 - Master's Madness

4H-191 - Master's Manipulation

HS2-243 - Master's Obsession

HS2-123 - Master's Trick

HS3-199 - Michael Christian

Page 45: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Discard Continued … 4H-087 - Monkey

HS3-047 - Nosferatu

4H-207 - Now We Fight!

HS4-152 - Obsession

HM3-186 - Open Mind

4H-155 - Outnumber

HTG-241 - Outnumber

HS4-096 - Pack Master

HS4-207 - Painful Memories

HS4-045 - Peeping Tom

HS2-138 - Pharoah's Daughter

HS1-123 - Pickpocket

HS1-234 - Pistol

HS1-108 - Pommel Blow

HS1-109 - Pommel Blow

HS1-160 - Pommel Blow

HTGQ-001 - Quickening

HTGQ-042 - Quickening

HTGQ-048 - Quickening

HTGQ-049 - Quickening

HS4-021 - Season Four

HS1-022 - Season One

HS2-023 - Season Two

4H-144 - Seer

HS3-128 - Song of the Executioner

HS1-125 - Steal

HS1-235 - Steal

HM3-066 - Street Thug

HS4-154 - Taking What Is Mine!

HS4-191 - Taunt

HSFV-158 - Test of Agility

4H-118 - Test of Strength

HSFV-167 - Test of Wits

HS4-171 - Thrown Dagger

4H-178 - Thrown Dagger

HTG-119 - Trench Coat

HS4-174 - Tribute

HS2-082 - Trip

HS3-130 - Trip

HS3-215 - Trip

HS4-212 - Trip

HS2-068 - Trip

HS3-043 KvM - Trip

HTG-109 - Trip

HTG-123 - Trip

HTG-150 - Trip

HTG-260 - Trip

HS1-206 - Trip

HS1-222 - Trip

HS4-244 - Weapon Bind

HS4-157 - You're Mine!

Restriction

HS2-201 - Appel

4H-038 - Asylum

HS3-115 - Back Stab

4H-275 - Blade Trap

TS1-023 - Blade Whip

4H-295 - Bronze Blade

4H-199 - Brute Strength

TS2-047 - Brute Strength

HTG-261 - Brute Strength

HS3-184 - Careful Strike

HTG-039 - Catwalk

HTG-120 - Cautious Manuever

HS3-227 - Challenge Refused

HS1-031 - Challenge

4H-200 - Challenge

HS3-027 KvM - Challenge

HS4-142 - Charm

HS2-132 - Charm

HS4-143 - Chivalry

HS3-135 - Counter

HTG-040 - Dead End Alley

HS3-235 - Debilitating Wound

HM3-231 - Deliberate Strike

HM3-232 - Deliberate Strike

Page 46: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Restriction Continued … HS1-033 - Dirty Trick

4H-051 - Dirty Trick

4H-052 - Dirty Trick

HM3-249 - Dual Attack

HS2-202 - Elegant Block

HS2-203 - Elegant Block

HTG-142 - Experience Counts

4H-251 - Extended Reach

4H-134 - Feigning Strike

HS1-036 - Feint

HSFV-081 - Feint

HS2-204 - Finesse Strike

HS2-205 - Finesse Strike

HS4-249 - Flurry of Strikes

HS2-218 - Gypsy Camp

4H-273 - Hammer Blow

HSFV-095 - Higher Ground

HS2-206 - Impale

HS2-251 - Insignificant

HS3-228 - Intimidate

HS3-124 - Its Never Over!

4H-264 - Killer Precision

4H-152 - Kronos

4H-164 - Kronos

HS4-203 - Last Resort

HM3-046 - Laundry Room

HS2-042 - Lighthouse

HS1-075 - Lightning Strike

HM3-050 CvD - Lightning Strike

HS4-255 - Lightning Strikes

HS2-087 - Lightning Thrust

HSFV-029 - Locked Blades

HSFV-030 - Locked Blades

HS1-046 - Lucky Block

HSFV-110 - Lucky Block

HSFV-111 - Lucky Block

HTG-274 - Lucky Block

HTG-275 - Lucky Block

HSFV-107 - Lucky Block

HSFV-108 - Lucky Block

HSFV-109 - Lucky Block

HS1-184 - Lunge

HS2-148 - Lunge

HS4-094 - Lunge

TS2-043 - Lunge

HTG-066 - Lunge

HM3-258 - Lunge

HS4-078 - Master Marksman

HS1-107 - Master of the Broadsword

HS4-256 - Master of the Broadsword

HS2-207 - Master of the English Long Sword

4H-246 - Master of the Great Sword

HSFV-031 - Master of the Saw

HS2-250 - Master's Advantage

HM3-166 - Master's Attack

HS2-121 - Master's Attack

HS2-136 - Master's Attack

HS3-126 - Master's Block

HM3-115 - Master's Seduction

HS3-092 - Master's Vision

HS1-186 - Master's Wit

HS4-137 - Master's Wit

HM3-234 - Parry

HM3-235 - Parry

HS4-177 - Paul Kinman

HTGQ-069 - Quickening

4H-299 - Quickening

HS2-223 - Renee Delaney

HS3-055 - Rooftop

HM3-063 - Sanctuary

HS2-139 - Seduce

HS4-153 - Seduce

HTG-221 - Shield Bash

HTG-222 - Shield Bash

HM3-169 - Shove

HS4-083 - Sniper Rifle

4H-109 - Stab

Page 47: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Restriction Continued … 4H-110 - Stab

HS1-246 - Sabre

HS4-211 - Student of the Mind

4H-111 - Submarine Base

HS2-140 - Sudden Rage

HS3-235 - Sweeping Block

HS3-236 - Sweeping Block

HM3-207 - Swords to Snakes

HS1-203 - Taunt

HS3-162 - Taunt

HS4-102 - Taunt

HTG-258 - Taunt

HM3-154 - Taunt

HSFV-159 - Test of Agility

4H-267 - The Face of Death

HS1-205 - The Gathering

HS2-119 - The Hunt

HS2-120 - The Kill

HS2-052 - The Zone

4H-196 - Tipping Your Hand

HS3-082 - Tribal Spear

HS2-128 - Trip

HS2-141 - Trip

HM3-137 - Trip

HTG-214 - TSC Headquarters

HSFV-204 - Two-Handed Stance

HS4-235 - Unarmed?

HS2-114 - Under Color of Authority

HS4-057 - Verona, Italy

HSFV-175 - Virus

HSFV-240 - Warning

HS4-221 - Watcher's Oath

HS1-190 - Witty Remark

HS4-063 - Witty Remark

Allowance

HS3-183 - Benefit of Experience

4H-185 - Benefit of Experience

HS3-045 KvM - Benefit of Experience

HS1-019 - Darius

4H-016 - Darius

HS3-016 KvM - Darius

HM3-016 - Darius

CON2010-001 - Darius

HS2-017 - Darius

HS3-016 KvM - Darius

HS4-018 - Darius

HS2-199 - Fisticuffs

HM3-118 - Queen of the Flock

HS2-184 - Richie Ryan

HS2-268 - Teacher of Many

HTG-146 - Teacher of Many

HM3-003PP - The Power of Illusion

HS3-044 KvM - Watcher Database

HTG-025 - Weapons Expert

HSFV-016 - Weapons Expert

Official Tournament Rules Official tournaments follow the above rules, in addition to the following. Large events such as Regional and World Championships are held in Double Elimination format. Tournaments will be timed, usually 30 minute rounds, but this can be randomized to prevent players keeping an eye on time. When the time limit expires, any games still being played enter into End Game. End Game helps to expedite the remaining matches to end in a timely manner. When time is called, the current player finished their turn as normal, and then End Game begins. During End Game, play resumes as normal, but no Healing is allowed. In addition, each player loses 2 Ability during their Ability Adjustment Phase.

Page 48: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

The following cards are banned from tournament play : Quickening (HTGQ-036), Highlander the Video Game , Golden Turkey, There Can Be Only One (HTVG-002) The following styles are currently sanctioned for Type Two format play: Sealed Deck, Standard Constructed, 2 Headed Giant and Lean & Mean. A player may concede a match before the resolution of a Head Shot (before an Exertion for a Defense) provided that his opponent accepts the concession. Any agreements between players regarding the concession are strictly between players and have no effect on tournament standings after the concession is made. If a player is playing with any Quickening Pre-Game cards and loses a match to a successful Head Shot, he must forfeit all Quickenings he has in play to his opponent. Only in the case of a successful Head Shot must a player forfeit his Quickenings. Sealed Deck – This is done in so-called “Pack Rat” style, which is where each person buys 1 starter and 2 booster packs. When everyone is ready, they can open their starter and have a few minutes to look it over. Then, everyone opens 1 of their boosters and chooses 1 card. Once everyone has chosen, they pass their remaining booster cards to their left. This continues until the pack is gone. Then the next is opened and this repeats but to the right side. When all cards have been chosen, each player then assembles their deck. You have to use every card, regardless of restriction, persona, weapon or signature status. You may also have more than 6 of any card. The only exception being multiple persona cards or multiple Weapon Of Choice Pre-Game cards. You may choose which of these you wish to play. Any blank or card list cards count as “Master Swordsman” cards. Each player starts with only 10 Ability.

Standard Constructed – This follows the standard rules for deck construction. All cards are legal except for the following – The Curse (In Game)

Lean & Mean Format - This format is the same as Standard Constructed, except you MUST include 6 Lean & Mean cards in your deck and your deck must be the minimum deck size. 2 Headed Giant Format - This format is not for the faint of heart, but is addictively fun. You may choose one male immortal and one female immortal. Pregame limit is still 6, and each persona does count as one pre-game. When figuring out your gem count for deck construction, you take the highest attribute in each category between the two immortals you have chosen. The 25 gem count does not apply in this format, however the restrictions of Methos’ and Marcus persona abilities do apply as well as the “no attribute higher than 13” rule. Game play is the same as any other format with a few differences. 1) In order for a player to be declared as winning by a head shot, the player must take both of his opponent’s heads. When a player loses their first head, they choose which immortal goes away. Any of that immortal’s cards you have in play are Discarded and you may not play any of those cards unless you have an effect allowing you to do so (Example: Teacher of Many). Also, you take the amount of damage pending from the Power Blow. 2) No generic allowance cards are allowed during deck construction. You may use persona specific allowance cards as normal. 3) Corda and Reno can be played as individual personas but not together. 4) No Quickenings are allowed.

Page 49: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

Plot/Hilt Format- Deck Building Requirements: 1- Each player begins the game with thier non-faction persona specific primary WoC signatured hilt and non-faction persona specific stand alone signatured plot in play. Gem count for these cards does not apply to deck construction. These two cards cannot be removed from play or the game, but may be nullified or ignored by either player. Also, these two cards cannot be taken control of by your opponent. 2- There are some immortals that have more than one persona specific signatured hilt and/or plot to choose from. In this case the player decides which they will begin the game with, but may only choose one hilt and one plot. In turn, there are some immortals that only have either a persona specific signatured hilt or plot or none at all. In this case the player begins with only one bonus card or no bonus cards. 3- Each player must use the primary WoC pregame unique to thier immortal which matches thier hilt. If the immortal does not have a persona specific hilt, then they do not play with a WoC. 4- Each player may only use one WoC. 5- If a player is disarmed, considered disarmed, unarmed, or has thier weapon broken, the hilt is nullified, but not removed. 6- The Four Horsemen pregame card is not allowed.

Highlander Tournament Rules of Conduct This is a tool available and encouraged to be used by players, as well as the tournament directors to make the tournament more enjoyable by all attending.

1-Be courteous among fellow players and spectators. We are here to play a game, and show that it is a fun game to play.

2-Have a respectful attitude to your opponent. Cutting your opponent’s deck does not mean reshuffling the deck, nor does it allow you to view any of your opponent’s cards. The cutting of the deck should take place with the deck face down.

3-No coaching during a match. If either of the two players has a problem, they are to consult the Tournament Director only.

4-No scouting during a match. This is disrespectful to all in attendance. Players not in a match at the time should leave the playing area. Players that are eliminated from the tournament need to ask the Tournament Director if they can watch. The final round(s) of any tournament may be watched by all eliminated players. If you are watching a match, you are not allowed to talk or make obvious physical gestures or sounds while watching the match.

5-No stalling during a match. If you feel your opponent is stalling, you must consult the Tournament Director only. Then the Tournament director can deem if action is necessary.

6-If you have a question about a particular rule, clarification, or errata, ask the Tournament Director. Do not disturb other player’s for answers, since they are busy with their performance in the tournament.

7-If for some reason you think that your opponent’s deck is illegal in construction, immediately consult the Tournament Director. He will address the situation quickly and fairly. Regardless of how simple a mistake is made, an illegal deck can cost you the tournament. If you are in doubt whether your deck is legally constructed, consult the tournament director prior to the event so he can confirm its validity.

Page 50: HIGHLANDER TYPE TWO RULEBOOK · Card Type Icon: In the upper left-Hand corner of the card, there will be an icon denoting the card type, unless it's a Pre-Game card. Title: Across

8-Treat other player’s the way you would like to be treated. Everyone has off days or days that your deck design doesn’t work. Take this in stride and restrain from becoming hateful and derogatory against the other players or the tournament director.

9-The Tournament Director is the authoritative figure at a tournament. Regardless of how anyone or any group might play the game in their area (which includes any house rules specific to any group), they must defer to the manner in which the tournament director has elected to Handle the event. If you are playing in a new area and not aware of any possible house rules, consult the tournament director prior to the tournament to clear any misunderstandings prior to the tournament.

10-The tournament director has the final say on any point in judgment whether it is something not covered in the rules, or a player versus player issue. If any player abuses either the game rules or the rules of conduct, the tournament director has every right to disqualify the person and remove them from the tournament. Do not argue with the Tournament Director because you do not like how they ruled a situation; consult them after the tournament, not during it.

11-The playing of Quickenings is an individual decision for each player. If you do not want to lose Quickenings, then don’t play with them. Do not be upset if you play them and lose your head. Quickenings are designed to be taken by your opponent if they take your head. If you do lose your head and are playing with Quickenings, the first thing you should do is Hand the Quickenings over to your opponent. Do not get up and walk away. It is your opponent’s choice on whether he elects to take the Quickenings or not.

12-Have fun, take this time to learn new strategies, and meet new people. However, the most important thing of all is “Don’t lose your head”, it is after all, a card game.